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Health Game Intervention to Promote the Physical Activity of Early Adolescents

U

University of Turku

Status

Unknown

Conditions

Physical Activity
Health Behavior

Treatments

Behavioral: Sport and fitness application
Behavioral: Health game

Study type

Interventional

Funder types

Other

Identifiers

NCT03279497
MoveF2017

Details and patient eligibility

About

The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early adolescents (10-13 year olds). Half of the study participants will receive the game-intervention and half of the study participants will receive a commercially available sport and fitness application for running, cycling and every-day training.

Full description

The study evaluates the effectiveness of the game-intervention in promotion of physical activity self-efficacy and physical activity behavior among early 10 to 13 years old adolescents. Participants allocated to the Health game intervention group will use a game called Movenator, during a four week intervention and participants allocated to the Sport and fitness-intervention group will use a commercially available Sport and fitness application for running, cycling and every-day training, during a four week intervention period.

Enrollment

180 estimated patients

Sex

All

Ages

10 to 13 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Goes to school at 4th, 5th or 6th grade
  • Understands and can communicate either in Finnish
  • Has daily access to a smart phone (Android) during free time

Exclusion criteria

  • Physical activity impairments

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

180 participants in 2 patient groups

Health game
Experimental group
Description:
Health game intervention consists of 20 minutes guided training session with the mobile health game at school and 4 weeks free usage of the game via own smart phone during free time. Smart phones are tracking the actual physical activity (steps) of the participants via activity sensors and the tracked steps work as In-App Currency enabling the participants to play the game and proceed in it.
Treatment:
Behavioral: Health game
Sport and fitness application
Sham Comparator group
Description:
Sport and fitness application intervention consists of 20 minutes guided training session with the app at school and 4 weeks free usage of the app via own smart phone during free time. Sport and fitness application, when turned on, tracks the physical activity (running, cycling and every-day training) of the participant.
Treatment:
Behavioral: Sport and fitness application

Trial contacts and locations

1

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Central trial contact

Anni Pakarinen, MHSc

Data sourced from clinicaltrials.gov

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