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Advances in information communication technologies (ICT) allow for ICT-assisted health promotion to become more common. Integrating ICT in health promotion has been suggested to offer many advantages compared to traditional approaches to promote family well-being. Research has also shown the positive effects of game-based approaches in enhancing health promotion interventions, especially with children. We will develop and assess a digital family game with theme-based mini-games to enhance family communication and well-being.
With growing emphasis on the development and maintenance of healthy lifestyles, the family role has increasing importance. A family-based health promotion strategy can be instrumental in helping disseminate and reinforce knowledge and behaviours on family well-being and better equip families to protect themselves and promote family well-being amidst the pandemic.
This study aims to use a game-based approach to enhance knowledge and behaviours on family well-being. We will conduct quantitative and qualitative evaluation. The findings would provide preliminary evidence of the feasibility and effectiveness of such an approach in a family-based context. It would also guide the direction for future health education and awareness trials and related projects and campaigns for health promotion efforts and to help improve family well-being in the Hong Kong community and elsewhere.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Intervention arm | Experimental | Digital game |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Digital game | Behavioral | A digital family game with theme-based mini games (epidemic prevention, exercise, diet, communication and parenting) |
|
| Measure | Description | Time Frame |
|---|---|---|
| Perceived improved family well-being | Change assessed by a validated one-item Family Happiness scale (score from 0 to 10, higher scores indicate more family happiness). | Baseline and one month |
| Measure | Description | Time Frame |
|---|---|---|
| Perceived improved family communication | Change assessed by a one-item family communication scale (score from 0 to 10, higher scores indicate better family communication). | Baseline and one month |
| Perceived improved family health |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Agnes Y Lai, PhD | Contact | 39176779 | agneslai@hku.hk | |
| Tai-hing Lam, MD | Contact | 39179287 | hrmrlth@hku.hk |
| Name | Affiliation | Role |
|---|---|---|
| Agnes Y Lai, PhD | School of Nursing, The University of Hong Kong | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Hong Kong community | Recruiting | Hong Kong | 852 | Hong Kong |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 29185787 | Background | Ameryoun A, Sanaeinasab H, Saffari M, Koenig HG. Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Child Obes. 2018 Feb/Mar;14(2):67-80. doi: 10.1089/chi.2017.0250. Epub 2017 Nov 29. | |
| 30041639 | Background |
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Will share after study finished
Baseline and 1 month
The minimal anonymized dataset will be available upon request to interested researchers. For interested researchers, please contact, Ms Shirley Sit (email shirlsit@hku.hk), (School of Public Health, The University of Hong Kong) for further information.
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Change assessed by a one-item family health scale (score from 0 to 10, higher scores indicate better family health).
| Baseline and one month |
| Family well-being knowledge and behaviors | Change assessed by outcome-based questions (scores from 0 to 10, higher scores indicate better knowledge and behaviors) | Baseline and one month |
| Practice of sharing family well-being knowledge | Assessed by outcome-based questions with categorical choices | One month |
| Chagas CMDS, Pontes E Silva TB, Reffatti LM, Botelho RBA, Toral N. Rango Cards, a digital game designed to promote a healthy diet: a randomized study protocol. BMC Public Health. 2018 Jul 24;18(1):910. doi: 10.1186/s12889-018-5848-0. |
| 27707829 | Background | Edwards EA, Lumsden J, Rivas C, Steed L, Edwards LA, Thiyagarajan A, Sohanpal R, Caton H, Griffiths CJ, Munafo MR, Taylor S, Walton RT. Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps. BMJ Open. 2016 Oct 4;6(10):e012447. doi: 10.1136/bmjopen-2016-012447. |
| 38512294 | Derived | Sit SM, Lai AY, Wong HW, Hung KS, Wang MP, Ho SY, Lam TH. Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention, Knowledge, Behaviors, and Family Well-Being. Games Health J. 2024 Jun;13(3):172-183. doi: 10.1089/g4h.2023.0190. Epub 2024 Mar 20. |