Points, streaks, and levels: testing if gamification boosts Kids' adherence

NCT ID NCT07509489

First seen Jun 24, 2026 · Last updated Jun 27, 2026 · Updated 2 times

Summary

This study tests whether using game-like features—such as earning points, maintaining streaks, and leveling up—can help children aged 9 to 12 stick to completing health-related questionnaires. About 160 children will use a mobile app with different reward schemes, including financial bonuses. The goal is to see which approach best encourages consistent participation and habit formation.

What this could mean

Our plain-language read of the trial. This is informational only — not medical advice or a prediction.

Active substance
gamification-based incentive schemes (mobile app with points, streaks, levels, and financial rewards)
What this could lead to
If successful, this could show that simple game-like rewards help children build healthy habits, pointing toward better ways to engage kids in health programs.
What could go wrong
This is a small, early-stage behavioral study with no direct health treatment. Results may not apply to all children or real-world settings, and financial rewards may not be sustainable long-term.

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Conditions

The condition(s) this trial relates to.

Behavior

As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Study contacts

  • Contact

    Phone: •••-•••-•••• Email: •••••@•••••

  • Contact

    Phone: •••-•••-•••• Email: •••••@•••••

Locations

  • Palacky University

    RECRUITING

    Olomouc, Czechia

    Contact Phone: •••-•••-•••• Email: •••••@•••••

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