首页> 外文期刊>JMIR Research Protocols >Pacing, Conventional Physical Activity and Active Video Games to Increase Physical Activity for Adults with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome: Protocol for a Pilot Randomized Controlled Trial
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Pacing, Conventional Physical Activity and Active Video Games to Increase Physical Activity for Adults with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome: Protocol for a Pilot Randomized Controlled Trial

机译:起搏,常规体力活动和活跃的视频游戏,以增加患有肌性脑脊髓炎/慢性疲劳综合症的成年人的体力活动:试验性随机对照试验的方案

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Background Myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) is a serious illness of biological origin characterized by profound physical and cognitive exhaustion and postexertion malaise. Pacing is a common strategy used to manage available energy and complete activities of daily living; yet little research has investigated this as a strategy to increase physical activity levels. Typically, people living with ME/CFS are faced by unique barriers to physical activity participation and are less physically active than healthy peers. As such they are at increased risk of physical inactivity–related health consequences. Active video games may be a feasible and acceptable avenue to deliver physical activity intervention by overcoming many of the reported barriers to participation. Objective The primary objective of this pilot study is to determine the feasibility and acceptability of active video games to increase physical activity levels of people with ME/CFS. The secondary aims are to explore the preliminary effectiveness of pacing and active video gaming to pacing alone and pacing plus conventional physical activity to increase the physical activity levels of adults with ME/CFS and explore the relationship between physical activity and cumulative inflammatory load (allostatic load). Methods This study will use a mixed method design, with a 3-arm pilot randomized controlled trial, exit interviews, and collection of feasibility and process data. A total of 30 adults with ME/CFS will be randomized to receive either (1) pacing, (2) pacing and conventional physical activity, or (3) pacing and active video gaming. The intervention duration will be 6 months, and participants will be followed up for 6 months postintervention completion. The intervention will be conducted in the participant’s home, and activity intensity will be determined by continuously monitored heart rate and ratings of perceived exertion. Feasibility and acceptability and process data will be collected during and at the end of the intervention. Health-related outcomes (eg, physical activity, blood samples, quality of life, and functioning) will be collected at baseline, end of intervention, and 6 months after intervention completion. Results This protocol was developed after 6 months of extensive stakeholder and community consultation. Enrollment began in January 2017; as of publication, 12 participants were enrolled. Baseline testing is scheduled to commence in mid-2017. Conclusions This pilot study will provide essential feasibility and acceptability data which will guide the use of active video games for people with ME/CFS to increase their physical activity levels. Physical activity promotion in this clinical population has been poorly and under-researched, and any exploration of alternative physical activity options for this population is much needed. Trial Registration Australia New Zealand Clinical Trials Registry: ACTRN12616000285459; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=370224 (Archived by WebCite at http://www.webcitation.org/6qgOLhWWf).
机译:背景技术肌炎性脑脊髓炎/慢性疲劳综合症(ME / CFS)是一种严重的生物学起源疾病,其特征是身体和认知力竭严重,并且运动后不适。起搏是用于管理可用能量和完成日常生活的一种常见策略;然而,很少有研究将其作为增加身体活动水平的策略进行调查。通常,患有ME / CFS的人面临参加体育活动的独特障碍,并且与健康的同龄人相比,体育活动较少。因此,他们处于缺乏运动相关健康后果的风险较高。通过克服许多报道的参与障碍,主动视频游戏可能是进行体育活动干预的可行且可接受的途径。目的这项初步研究的主要目的是确定主动视频游戏提高ME / CFS患者身体活动水平的可行性和可接受性。次要目标是探讨起搏和主动视频游戏对单独起搏和起搏加常规体力活动的初步有效性,以提高患有ME / CFS的成年人的体力活动水平,并探讨体力活动与累积炎症负荷(静力负荷)之间的关系)。方法本研究将采用混合方法设计,其中包括3臂飞行员随机对照试验,出口访谈以及可行性和过程数据的收集。总共30名患有ME / CFS的成年人将被随机分配为接受(1)起搏,(2)起搏和常规体育锻炼或(3)起搏和主动视频游戏。干预时间为6个月,干预完成后将对参与者进行6个月的随访。干预将在参与者的家中进行,活动强度将通过持续监测心率和感知劳累等级来确定。干预期间和结束时将收集可行性,可接受性和过程数据。与健康相关的结果(例如,身体活动,血液样本,生活质量和功能)将在基线,干预结束时和干预完成后6个月内收集。结果该协议是在6个多月的利益相关者和社区协商后制定的。入学时间为2017年1月。截至发表时,已有12名参与者参加。基线测试计划于2017年中开始。结论该初步研究将提供必要的可行性和可接受性数据,这些数据将指导ME / CFS患者使用主动视频游戏以增加他们的身体活动水平。在该临床人群中促进体育锻炼的研究很少,并且研究不足,因此非常需要探索针对该人群的其他体育锻炼方法。试验注册澳大利亚新西兰临床试验注册:ACTRN12616000285459; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=370224(由WebCite存档,网址为http://www.webcitation.org/6qgOLhWWf)。

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