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首页> 外文期刊>JMIR Research Protocols >Wellness Partners: Design and Evaluation of a Web-Based Physical Activity Diary with Social Gaming Features for Adults
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Wellness Partners: Design and Evaluation of a Web-Based Physical Activity Diary with Social Gaming Features for Adults

机译:健康伙伴:针对成年人的社交游戏功能的基于网络的体育锻炼日记的设计和评估

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Background The United States is currently in an age of obesity and inactivity despite increasing public awareness and scientific knowledge of detrimental long-term health effects of this lifestyle. Behavior-tracking diaries offer an effective strategy for physical activity adherence and weight management. Furthermore, Web-based physical activity diaries can engage meaningful partners in people’s social networks through fun online gaming interactions and generate motivational mechanisms for effective behavioral change and positive health outcomes. Objective Wellness Partners (WP) is a Web-based intervention in the form of a physical activity diary with social networking and game features. Two versions were designed and developed for the purpose of this study—“Diary” only and “Diary+Game”. The objectives of this study included pilot testing the research process of this intervention design, implementation, evaluation, and exploring the effectiveness of social gaming features on adult participants’ physical activity and anthropometric measures. Methods We conducted a field experiment with randomized crossover design. Assessments occurred at baseline, first follow-up (FU, 5-8 weeks after using one version of WP), and second FU (5-8 weeks of using the other version of WP). In the control condition, participants started with the “Diary” version of WP while in the experimental condition, participants started with the “Diary+Game” version of WP. A total of 54 adults (egos) ages 44-88, and their family and friends (alters) ages 17-69 participated in the study in ego-network groups. Both egos and their alters completed online surveys about their exercise habits. In addition, egos completed anthropometric measurements of BMI, fat percentage, and fat mass by bioimpedance. Results From October 2009 to May 2010, flyers, emails, and Web advertisements yielded 335 volunteers who were screened. Rolling recruitment resulted in enrollment of 142 qualified participants in 54 ego-network groups, which were randomly assigned to a study condition. The final analytic sample included 87 individuals from 41 groups. Data were collected from December 2009 to August 2010, and data analysis was completed in 2011. Overall, the participants were given access to the intervention for 10-13 weeks. Statistical analysis suggested an increase in self-reported exercise frequency (mean days per week) from baseline (2.57, SD 1.92) to first FU (3.21, SD 1.74) in both conditions. Stronger effects were seen in the condition where Diary+Game was played first, especially in network groups with larger age variation between the alters and egos. Overall, the decrease in egos’ BMI was statistically significant from baseline to first FU, with greater decrease for those in the Diary+Game first condition (-0.26 vs -0.16 in the Diary first condition). Conclusions The Wellness Partners program increased physical activity among participants and resulted in health benefits among the egos. Web-based diary interventions designed with social gaming features hold potential to promote active lifestyles for middle-age adults and people in their social networks.
机译:背景技术尽管公众对这种生活方式的有害长期健康影响的认识和科学知识不断提高,但美国目前仍处于肥胖和无运动的时代。行为追踪日记为体育锻炼的依从性和体重管理提供了有效的策略。此外,基于网络的体育锻炼日记可以通过有趣的在线游戏互动来吸引有意义的合作伙伴进入人们的社交网络,并为有效的行为改变和积极的健康结果产生激励机制。 Objective Wellness Partners(WP)是一种基于Web的干预措施,是具有社交网络和游戏功能的体育锻炼日记的形式。为了本研究的目的,设计和开发了两个版本-仅“日记”和“日记+游戏”。这项研究的目的包括试行测试这种干预设计,实施,评估的研究过程,并探索社交游戏功能对成年参与者身体活动和人体测量指标的有效性。方法我们采用随机交叉设计进行了现场试验。在基线,第一次随访(FU,使用一种版本的WP后5-8周)和第二次FU(使用另一种WP的5-8周)中进行评估。在控制条件下,参与者从WP的“日记”版本开始,而在实验条件下,参与者从WP的“日记+游戏”版本开始。共有54位年龄在44-88岁之间的成年人(自我)和其年龄在17-69岁之间的家人和朋友(改变者)参加了自我网络组的研究。自我和他们的改变者都完成了关于其运动习惯的在线调查。此外,自我通过生物阻抗完成了人体质量指数(BMI),脂肪百分比和脂肪量的人体测量。结果从2009年10月到2010年5月,传单,电子邮件和网络广告招募了335名志愿者进行了筛选。滚动招募导致54个自我网络组中的142名合格参与者入组,这些人被随机分配为研究条件。最终的分析样本包括来自41组的87个人。收集了2009年12月至2010年8月的数据,并于2011年完成了数据分析。总体而言,参与者可以使用干预措施10-13周。统计分析表明,在两种情况下,自我报告的运动频率(每周平均天数)从基线(2.57,SD 1.92)增加到第一个FU(3.21,SD 1.74)。在首先玩Diary + Game的情况下,效果会更强,尤其是在变更和自尊之间年龄差异较大的网络群体中。总体而言,从基线到首次FU的自尊BMI降低在统计学上是显着的,在日记+游戏优先条件下,自负值的下降幅度更大(在日记优先条件下,-0.26对-0.16)。结论健康伙伴计划增加了参与者的体育锻炼,并在自尊心中带来了健康益处。具有社交游戏功能的基于Web的日记干预措施具有促进中年成年人及其社交网络中人们积极生活方式的潜力。

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