ClinicalTrials.Veeva

Menu

Digital Intervention for the Modification of Lifestyles (iGame)

U

University of Malaga

Status

Invitation-only

Conditions

Oncology
Sedentary Lifestyle
Depression
Sedentary Behavior
Low Back Pain

Treatments

Behavioral: Digital intervention

Study type

Interventional

Funder types

Other

Identifiers

NCT04019119
823871-iGame

Details and patient eligibility

About

The objective of the project is to analyze the clinical effectiveness of a gamifield mHealth application (iGAME) and developed in the context of lifestyle modification, but with the approach of the Behaviour Change Technique, through a randomized clinical trial that affects secondary prevention in three clinical subtypes of noncommunicable diseases, where lifestyle modification is the center of its best practice.

Full description

Despite digital exposure, gamification of health has been widely understood and often applied ad hoc in health products. Attempts to incorporate game concepts into digital health applications have not led to demonstrated success. Recent studies have shown that only 4% of the best rated health apps in Apple stores and Google Play (based on revenue and download) have gamification elements, but less than 5% of these health apps have been included in the application library of National Health Service. In addition, very little of 5% was developed for industry and health professionals.

If the power of digital technologies, such as games for clear clinical benefits, is not released, opportunities for social and economic burial will be lost for all stakeholders in the digital health and digital economy ecosystem.

A number of factors in this barrier:

  • The best techniques for the design of activities. The majority of health gamification has little consistent support of health or clinical theories.
  • The high cost and complexity of the digital game development process. The majority of gaming functions are based on best practices in the development of digital games.
  • Little participation of researchers in health, professionals and participation of the end user in the process of gamification development. Very little health gamification is formally evaluated clinically.

The initial hypothesis is that after 12 weeks of participation in the original iGAME application, participants will increase the quantity and distribution of energy consumption, through the estimation of results, data based on acceleration and questionnaires. automatic information In addition, it will also improve satisfaction and lifestyle, as well as the consumption of health services.

Enrollment

48 estimated patients

Sex

All

Ages

18 to 65 years old

Volunteers

No Healthy Volunteers

Inclusion and exclusion criteria

IInclusion Criteria for Breast Cancer Survivors subgroup:

  • Men and women
  • Age between 18 and 65 years
  • Sedentary behavior recognized by the subject: <1.5 METS per day and sitting> 4h / d .
  • Intention to change sedentary behavior manifested by the subject
  • Survivors of breast cancer. Women with a clinical history of diagnosis of primary breast cancer, having completed surgical treatment, radiotherapy or chemotherapy at least three months before starting the study intervention

Inclusion Criteria for Low Back Pain subgroup:

  • Men and women
  • Age between 18 and 65 years
  • Sedentary behavior recognized by the subject: <1.5 METS per day and sitting> 4h / d .
  • Intention to change sedentary behavior manifested by the subject
  • Mild low back pain of mechanical or degenerative cause diagnosed by a primary care physician

Inclusion Criteria for Depression subgroup:

  • Men and women
  • Age between 18 and 65 years
  • Sedentary behavior recognized by the subject: <1.5 METS per day and sitting> 4h / d .
  • Intention to change sedentary behavior manifested by the subject
  • Mild depression Diagnosis in Primary Care using the MINI interview to rule out another severe mental pathology and the PHQ-9 questionnaire to categorize the level of depressive severity

Exclusion Criteria:

  • Several mental illness
  • Several illness that limits physical ability
  • Phobia for digital technologies
  • Difficulty in attending study measurements

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

48 participants in 2 patient groups

Intervention: digital intervention Behaviour Change Technique
Experimental group
Description:
The assigned participants will receive an intervention based on gamification and the use of behavior change techniques to reduce sedentary lifestyle. Thus, a new mobile application will be used for 12 weeks that proposes to the user the realization of activities with the aim of reducing their sedentary behavior. The development of the application is based on previous analyzes that propose 6 clusters that encompass 33 factors that influence sedentary behavior. In this way, the application is designed to act on the two accessible: social support and behavior. On the social support, he proposes to the user to share his achievements in social networks or in an internal network of game users. In terms of habit modification, behavior modification strategies proposed in the Michie et al. (2013) taxonomy are applied, such as the following: establishment of personalized goals, rewards and reminders, awareness of achievements achieved, among others
Treatment:
Behavioral: Digital intervention
Control Group
No Intervention group
Description:
The control group will receive the usual indications about the harms of sedentary lifestyle and the benefits of physical activity, not receiving specific intervention. In case the use of the intervention applied in the experimental group is beneficial, the participants assigned to the control group will be offered the opportunity to receive the intervention outside the study to allow the benefit to be used.

Trial contacts and locations

1

Loading...

Data sourced from clinicaltrials.gov

Clinical trials

Find clinical trialsTrials by location
© Copyright 2025 Veeva Systems