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| Name | Class |
|---|---|
| University of Hradec Hralove | UNKNOWN |
| Masaryk University | OTHER |
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This Randomized Control Trial evaluates the impact of different gamification-based incentive schemes (levels, streaks and their combination) on adherence to target behaviors in children. Participants are randomized into four groups with different types of motivational frameworks.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Level-based | Experimental | Participants receive financial rewards based on a points system, where completed target behaviors are converted into points. Accumulated points determine progression through predefined levels, which represent increasing achievement. Higher levels correspond to higher reward value. |
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| Streak-Based | Experimental | Participants receive financial rewards based on maintaining continuous engagement (streaks). Consecutive days of completing target behaviors unlock virtual equipment or items. Longer streaks result in more valuable rewards. |
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| Combined Streak and level | Experimental | Participants receive financial rewards based on a combination of levels, and streak-based mechanics. Target behaviors generate points contributing to level progression, while sustained engagement additionally unlocks streaks. This arm integrates both accumulation and consistency-based incentives. |
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| Control | Active Comparator | Participants use the same mobile application with gamification features, but financial rewards are not linked to levels, or streaks. Rewards are provided only for completing questionnaires. The total potential reward value is equivalent across all arms. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Streak-based | Behavioral | Participants use a mobile application with gamification elements. Daily completion of target behaviors maintains engagement streaks. Longer streaks unlock virtual items and higher-value financial rewards. |
| Measure | Description | Time Frame |
|---|---|---|
| Questionnaire adherence | Participants are rewarded for completing study questionnaires using a combination of points, streaks, and level-based bonuses to encourage adherence and long-term engagement.
Each level unlock provides a financial reward: 1 level = 450 CZK 4. Combined Model (Levels + Streaks) A hybrid incentive structure can be applied: Streak reward: 10 CZK per streak milestone Level reward: 250 CZK per level achieved | 14 days |
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Inclusion Criteria:
Children aged 9-12 years Regular smartphone use (at least 4 days per week) Has access to a smartphone throughout most of the day Brings a smartphone to school Owns a personal smartphone with a touchscreen Owns a smartphone with Android operating system (version 9 or higher) Has access to mobile internet on their device Is allowed to use a smartphone at school during breaks (e.g., lunch or longer breaks) for questionnaire completion and to wear a smartwatch Native Czech speaker
Exclusion Criteria:
Does not meet one or more of the inclusion criteria Has a sibling already enrolled in the study
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Jan Dygrýn, Ph.D | Contact | +420585636741 | jan.dygryn@upol.cz | |
| Jana Pelclová, prof. | Contact | +420585636469 | jana.pelclova@upol.cz |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Palacky University | Recruiting | Olomouc | Czechia |
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| ID | Term |
|---|---|
| D001519 | Behavior |
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| Level-based | Behavioral | Participants use a mobile application that incorporates gamification elements. Completing target behaviors within the app earns points, which contribute to progression through predefined levels. Advancement to higher levels results in higher financial rewards. |
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| Combined: level and streak | Behavioral | Participants use a mobile application with gamification elements. Points earned from completing target behaviors contribute to level progression, while consecutive daily engagement unlocks streak-based rewards. Both mechanisms operate simultaneously to provide financial incentives for achievement and consistency. |
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| Control | Behavioral | Participants use a mobile application that includes gamification elements (e.g., points, levels, or streak indicators) as part of the user interface. However, these in-app gamification features are not financially incentivized. Monetary rewards are determined by questionnaire compliance. |
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