74 Participants Needed

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)

Trial Summary

What is the purpose of this trial?

This is a two-group parallel randomized controlled trial testing whether a gamified healthy living smartphone app for youth aged 10-16 representative of the Canadian population and one of their parents is more effective at improving a composite of health behaviours (diet, physical activity, sleep and screen time) than a simple app providing links to healthy living websites.

Will I have to stop taking my current medications?

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

What data supports the effectiveness of the Aim2Be smartphone app system, BnLt smartphone app treatment for promoting a healthy lifestyle in teens?

Research on similar gamified health apps, like Mila Blooms, shows that these apps can be engaging and enjoyable for teens, which is important for promoting healthy behaviors. Although direct evidence of behavior change is limited, the gamification approach has been shown to increase interest and adherence to healthy habits in adolescents.12345

Is the Aim2Be app safe for teens to use?

The Aim2Be app has been used by teens in Canada to support healthy lifestyle changes, and no safety concerns have been reported in the study. It appears to be safe for use in promoting healthy behaviors among teens.15678

How does the Aim2Be smartphone app system differ from other treatments for promoting a healthy lifestyle in teens?

The Aim2Be smartphone app system is unique because it uses gamification (game-like elements) to engage teenagers in adopting healthy lifestyle habits, which is different from traditional methods that may not incorporate interactive and motivational game mechanics.134910

Research Team

ZP

Zubin Punthakee, MD, MSc

Principal Investigator

Population Health Research Institute

Eligibility Criteria

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

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)

Treatment Details

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.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Aim2BeExperimental Treatment1 Intervention
Youth-parent dyads randomized to Aim2Be
Group II: BnLtActive Control1 Intervention
Youth-parent dyads randomized to BnLt

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+

Findings from Research

The app-based intervention 'Mila Blooms' was developed to promote healthy eating and physical activity among adolescent survivors of childhood cancer, and it showed high participant retention (93.8%) over an 8-week period, indicating strong feasibility.
While the initial evaluation did not show significant behavior change, participants reported positive experiences with the app, highlighting its ease of use and enjoyment, and there were no adverse side effects, suggesting it is a safe and appealing option for health promotion.
Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer.Fuemmeler, BF., Holzwarth, E., Sheng, Y., et al.[2021]
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]

References

Gamification as a health education strategy of adolescents at school: Protocol for a systematic review and meta-analysis. [2023]
Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer. [2021]
Controlled trial of an mHealth intervention to promote healthy behaviours in adolescence (TeenPower): Effectiveness analysis. [2021]
Designing a mobile app to promote healthy behaviors and prevent obesity: analysis of adolescents' preferences. [2021]
Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices. [2023]
Developing an Online Tool to Promote Safe Sun Behaviors With Young Teenagers as Co-researchers. [2021]
Individual and Parental Factors of Adolescents' mHealth App Use: Nationally Representative Cross-sectional Study. [2023]
A look at engagement profiles and behavior change: A profile analysis examining engagement with the Aim2Be lifestyle behavior modification app for teens and their families. [2022]
Promoting healthy teenage behaviour across three European countries through the use of a novel smartphone technology platform, PEGASO fit for future: study protocol of a quasi-experimental, controlled, multi-Centre trial. [2021]
Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake. [2018]
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