Gamified App vs Simple App for Healthy Lifestyle in Teens

(LiGHT Trial)

LT
Overseen ByLiGHT Trial study coordinator
Age: < 18
Sex: Any
Trial Phase: Academic
Sponsor: Population Health Research Institute
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial tests two smartphone apps to determine which one better helps teens improve health habits such as eating better, exercising, sleeping well, and reducing screen time. The Aim2Be app includes fun game elements, while the BnLt app provides simple links to healthy living websites. The goal is to identify which app more effectively encourages healthier lifestyles for teens and their parents. Families with a smartphone or tablet, who believe they could improve their health behaviors, might be a good fit for this trial. As an unphased trial, this study offers families the chance to contribute to innovative research that could enhance health habits for teens.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

Is there any evidence suggesting that this trial's treatments are likely to be safe?

Research shows that Aim2Be, a fun smartphone app, helps young people and their families improve health habits like eating better and being more active. Studies have examined similar apps to assess their effectiveness in promoting healthy weight and lifestyle changes. People generally like these apps, and they seem to encourage healthier behaviors without major safety concerns. As a digital tool rather than a medication, Aim2Be does not involve traditional safety issues like side effects. The app aims to make healthier choices more engaging, and similar studies have reported no significant problems.12345

Why are researchers excited about this trial?

Researchers are excited about the Aim2Be app because it offers a gamified approach to promoting a healthy lifestyle among teens, which is a fresh take on traditional health education methods like pamphlets or standard apps. Unlike typical lifestyle apps that may simply track habits, Aim2Be actively engages users through interactive challenges and rewards, making the process of adopting healthier habits more engaging and fun. This approach is designed to enhance motivation and adherence, potentially leading to better long-term health outcomes for teens and their families.

What evidence suggests that this trial's app treatments could be effective for improving health behaviors in teens?

Research shows that the Aim2Be app, one of the apps studied in this trial, aims to help young people and their families improve health habits, focusing on diet, exercise, sleep, and screen time. However, studies have shown mixed results. Some users, especially those who frequently use the app, notice significant behavioral changes. On the downside, the app has not consistently improved weight-related outcomes like zBMI, a measure of weight adjusted for age and sex, in teenagers who are overweight or obese. Overall, while the app has potential, its effectiveness may depend on user engagement. Participants in this trial will be randomized to use either the Aim2Be app or the BnLt app to compare their effectiveness in promoting a healthy lifestyle.26789

Who Is on the Research Team?

ZP

Zubin Punthakee, MD, MSc

Principal Investigator

Population Health Research Institute

Are You a Good Fit for This Trial?

This trial is for Canadian youth aged 10-16 who, along with a parent, want to improve their health behaviors like diet and exercise. They must have access to a smartphone or tablet with internet and be able to read English at a grade 5 level. Families already in weight management programs or other clinical trials can't join.

Inclusion Criteria

I or my child need to improve our health habits.
One parent or guardian (the "primary parent") who is able to attend all study visits.
Living in a home setting with at least one smartphone or tablet and internet access in the household,

Exclusion Criteria

Current or prior participation of another member of the household/family in this trial
A member of your family is currently enrolled in a weight loss program.
You have a health condition that makes it difficult for you to eat different types of food or participate in physical activity during your childhood.
See 2 more

Timeline for a Trial Participant

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Baseline Assessment

Initial evaluations including questionnaires and physical assessments

1 week
1 visit (in-person or virtual)

Treatment

Participants use the assigned app (Aim2Be or BnLt) to improve health behaviours

6 months
3 visits (in-person or virtual) at baseline, 3 months, and 6 months

Follow-up

Participants are monitored for changes in health behaviours and outcomes

6 months
1 visit (virtual)

What Are the Treatments Tested in This Trial?

Interventions

  • Aim2Be smartphone app system
  • BnLt smartphone app
Trial Overview The study compares two smartphone apps: Aim2Be which gamifies healthy living, and BnLt which provides links to health websites. It's designed to see if the game-like app helps kids and parents make better choices about food, physical activity, sleep, and screen time.
How Is the Trial Designed?
2Treatment groups
Experimental Treatment
Active Control
Group I: Aim2BeExperimental Treatment1 Intervention
Group II: BnLtActive Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

Population Health Research Institute

Lead Sponsor

Trials
165
Recruited
717,000+

Canadian Institutes of Health Research (CIHR)

Collaborator

Trials
1,417
Recruited
26,550,000+

Ayogo Health Inc.

Collaborator

Trials
3
Recruited
770+

Childhood Obesity Foundation

Collaborator

Trials
4
Recruited
880+

University of British Columbia

Collaborator

Trials
1,506
Recruited
2,528,000+

Published Research Related to This Trial

A study involving 32 young adults revealed that a gamified smartphone app could effectively promote vegetable intake, with participants favoring features like visual guides for tracking vegetable quantities and a simple user interface.
Social media strategies that include appealing food pictures and relatable 'Gen Y' language were found to be the most motivating, suggesting that engaging and visually attractive content is key to encouraging healthier eating habits among young adults.
Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake.Nour, MM., Rouf, AS., Allman-Farinelli, M.[2018]
The Food Game intervention successfully engaged high school students in Northern Italy through gamification, promoting peer-led activities and competition, although it did not significantly change adherence to the Mediterranean diet.
While there was no notable improvement in dietary adherence, students showed increased pro-environmental behaviors and positive attitudes towards healthy eating, suggesting the program's potential as a motivational strategy for promoting healthier lifestyles.
Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices.Aresi, G., Giampaolo, M., Chiavegatti, B., et al.[2023]
In a study of 2500 Czech adolescents aged 11 to 16, over half (58.21%) reported using mobile health (mHealth) apps, with older age, higher physical activity, and better eHealth literacy being key factors associated with their use.
Adolescents with higher BMI, health anxiety, and lower sleep quality were more likely to use mHealth apps for tracking calorie intake and health indicators, highlighting the potential role of these apps in managing health concerns.
Individual and Parental Factors of Adolescents' mHealth App Use: Nationally Representative Cross-sectional Study.Gulec, H., Smahel, D.[2023]

Citations

A look at engagement profiles and behavior changeThe Aim2Be app has four engagement profiles: Uninvolved, Dabblers, Engaged, and Keeners. Keeners showed significant behavior change, and parental engagement ...
Efficacy of the Aim2Be Intervention in Changing Lifestyle ...Conclusions: The Aim2Be intervention did not improve zBMI and lifestyle behaviors in adolescents with overweight and obesity compared with the ...
Investigating the Efficacy of a Mobile App Intervention to ...Aim2Be is an app for 10 to 17 year olds and their families that is intended to help them shift from an healthy lifestyle toward better health habits in four ...
Aim2Be mHealth intervention for children with overweight and ...The primary aim of this study is to test the efficacy of Aim2Be, a gamified app based on behavior change theory with health coaching to improve weight outcomes.
Efficacy of the Aim2Be Intervention in Changing Lifestyle ...The primary aim was to test the efficacy of the Aim2Be app with support from a live coach to reduce weight outcomes (BMI Z score [zBMI]) and improve lifestyle ...
6.pubmed.ncbi.nlm.nih.govpubmed.ncbi.nlm.nih.gov/32014057/
Aim2Be mHealth intervention for children with overweight ...The primary aim of this study is to test the efficacy of Aim2Be, a gamified app based on behavior change theory with health coaching to improve weight outcomes.
Mobile health (m‐health) smartphone interventions for ...Behaviour change interventions are increasingly delivered as mobile health (m‐health) interventions, using smartphone apps and wearables.
Weight loss intervention for young adults using mobile ...The Cell Phone Intervention for You (CITY) study is a comparative effectiveness trial in which we test and compare the effect on weight loss of 1) a novel ...
Use of a Mobile Lifestyle Intervention App as an Early ...This study aims to assess the effectiveness of and adolescent engagement with a mobile app–based lifestyle intervention program as an early intervention.
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