RecruitingNot ApplicableNCT07509489

Comparing Game-Based Reward Systems to Support Children's Engagement:

Effect of Gamification-Based Incentive Schemes on Behavioral Adherence in Children


Sponsor

Palacky University

Enrollment

160 participants

Start Date

Mar 28, 2026

Study Type

INTERVENTIONAL

Conditions

Summary

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.


Eligibility

Min Age: 9 YearsMax Age: 12 Years

Inclusion Criteria1

  • 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

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Interventions

BEHAVIORALStreak-based

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.

BEHAVIORALLevel-based

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.

BEHAVIORALCombined: level and streak

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.

BEHAVIORALControl

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.


Locations(1)

Palacky University

Olomouc, Czechia

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NCT07509489


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