Points and badges may boost teen fitness in new study

NCT ID NCT07653919

ENROLLING_BY_INVITATION Knowledge-focused Sponsor: Uludag University Source: ClinicalTrials.gov ↗

First seen Jun 26, 2026 · Last updated Jun 27, 2026 · Updated 1 time

Summary

This study tests whether a mobile app with game-like features (points, badges, leaderboards) can encourage 54 secondary school students to walk more and exercise regularly. Over 12 weeks, one group uses the gamified app, another uses a non-gamified version, and a control group does not use the app. Researchers will measure changes in daily steps, exercise adherence, and physical literacy.

What this could mean

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

Active substance
Gamified mobile application and physical activity program
What this could lead to
If successful, this could show that gamified apps help teenagers become more active and improve their fitness and physical literacy.
What could go wrong
This is a small, early-stage study with only 54 students, so results may not apply to everyone. The app's novelty might wear off, and long-term habits are uncertain.

This is an AI summary of the original study and may miss details. Read our disclaimer.

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Conditions

The condition(s) this trial relates to.

Motor Activity

As listed by the trial registrant

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

Contacts and locations

Locations

  • Department of Physical Education and Sports, Faculty of Sport Sciences, Bursa Uludağ University

    Bursa, Nilüfer, 16120, Turkey (Türkiye)

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