TY - JOUR
T1 - How much did it cost to develop and implement an eHealth intervention for a minority children population that overlapped with the COVID-19 pandemic
AU - Monashefsky, Alexandra
AU - Alon, Dar
AU - Baranowski, Tom
AU - Barreira, Tiago V.
AU - Chiu, Kelly A.
AU - Fleischman, Amy
AU - Green, Melanie C.
AU - Huang, Shirley
AU - Samuels, Ronald C.
AU - Sousa, Caio Victor
AU - Thompson, Debbe
AU - Lu, Amy S.
N1 - Publisher Copyright:
© 2022 The Authors
PY - 2023/2
Y1 - 2023/2
N2 - Background: eHealth interventions using active video games (AVGs) offer an alternative method to help children exercise, especially during a pandemic where options are limited. There is limited data on costs associated with developing and implementing such interventions. Objectives: We quantified the costs of delivering an eHealth RCT intervention among minority children during COVID-19. Methods: We categorized the total trial cost into five subcategories: intervention material development, advertising and recruitment, intervention delivery, personnel salaries, and COVID-19-related equipment costs. Results: The total RCT cost was $1,927,807 (Direct: $1,227,903; Indirect: $699,904) with three visits required for each participant. The average cost per participant completing the RCT (79 participants/237 visits) was $24,403 (Direct: $15,543; Indirect: $8860). Due to no-shows and cancellations (198 visits) and dropouts before study completion (61 visits; 56 participants), 496 visits had to be scheduled to ensure complete data collection on 79 participants. If all 496 visits were from participants completing the three-visit protocol, that would correspond to 165 participants, bringing the average cost per participant down to $11,684 (Direct: $7442; Indirect: $4242). Of the subcategories, intervention material development accounted for the largest portion, followed by personnel salaries. While the direct COVID-19-specific cost constituted <1% of the entire budget, the indirect effects were much larger and significantly impacted the trial. Conclusion: RCTs typically involve significant resources, even more so during a pandemic. Future eHealth intervention investigators should budget and plan accordingly to prepare for unexpected costs such as recruitment challenges to increase flexibility while maximizing the intervention efficacy.
AB - Background: eHealth interventions using active video games (AVGs) offer an alternative method to help children exercise, especially during a pandemic where options are limited. There is limited data on costs associated with developing and implementing such interventions. Objectives: We quantified the costs of delivering an eHealth RCT intervention among minority children during COVID-19. Methods: We categorized the total trial cost into five subcategories: intervention material development, advertising and recruitment, intervention delivery, personnel salaries, and COVID-19-related equipment costs. Results: The total RCT cost was $1,927,807 (Direct: $1,227,903; Indirect: $699,904) with three visits required for each participant. The average cost per participant completing the RCT (79 participants/237 visits) was $24,403 (Direct: $15,543; Indirect: $8860). Due to no-shows and cancellations (198 visits) and dropouts before study completion (61 visits; 56 participants), 496 visits had to be scheduled to ensure complete data collection on 79 participants. If all 496 visits were from participants completing the three-visit protocol, that would correspond to 165 participants, bringing the average cost per participant down to $11,684 (Direct: $7442; Indirect: $4242). Of the subcategories, intervention material development accounted for the largest portion, followed by personnel salaries. While the direct COVID-19-specific cost constituted <1% of the entire budget, the indirect effects were much larger and significantly impacted the trial. Conclusion: RCTs typically involve significant resources, even more so during a pandemic. Future eHealth intervention investigators should budget and plan accordingly to prepare for unexpected costs such as recruitment challenges to increase flexibility while maximizing the intervention efficacy.
KW - Active video game
KW - Budget planning
KW - Child obesity
KW - Exergame
KW - Intervention cost
KW - Physical activity
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U2 - 10.1016/j.cct.2022.107044
DO - 10.1016/j.cct.2022.107044
M3 - Article
C2 - 36473682
AN - SCOPUS:85144076104
SN - 1551-7144
VL - 125
JO - Contemporary Clinical Trials
JF - Contemporary Clinical Trials
M1 - 107044
ER -