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首页> 外文期刊>JMIR Serious Games >Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial
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Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial

机译:基于行为改变技术的智能手机游戏对改善2型糖尿病患者的内在动机和体育锻炼依从性的有效性:随机对照试验

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Background Regular physical activity (PA) is an essential component of a successful type 2 diabetes treatment. However, despite the manifest evidence for the numerous health benefits of regular PA, most patients with type 2 diabetes remain inactive, often due to low motivation and lack of PA enjoyment. A recent and promising approach to help overcome these PA barriers and motivate inactive individuals to change their PA behavior is PA-promoting smartphone games. While short-term results of these games are encouraging, the long-term success in effectively changing PA behavior has to date not been confirmed. It is possible that an insufficient incorporation of motivational elements or flaws in gameplay and storyline in these games affect the long-term motivation to play and thereby prevent sustained changes in PA behavior. We aimed to address these design challenges by developing a PA-promoting smartphone game that incorporates established behavior change techniques and specifically targets inactive type 2 diabetes patients. Objective To investigate if a self-developed, behavior change technique-based smartphone game designed by an interdisciplinary team is able to motivate inactive individuals with type 2 diabetes for regular use and thereby increase their intrinsic PA motivation. Methods Thirty-six inactive, overweight type 2 diabetes patients (45-70 years of age) were randomly assigned to either the intervention group or the control group (one-time lifestyle counseling). Participants were instructed to play the smartphone game or to implement the recommendations from the lifestyle counseling autonomously during the 24-week intervention period. Intrinsic PA motivation was assessed with an abridged 12-item version of the Intrinsic Motivation Inventory (IMI) before and after the intervention. In addition, adherence to the game-proposed PA recommendations during the intervention period was assessed in the intervention group via the phone-recorded game usage data. Results Intrinsic PA motivation (IMI total score) increased significantly in the intervention group (+6.4 (SD 4.2; P .001) points) while it decreased by 1.9 (SD 16.5; P =.623) points in the control group. The adjusted difference between both groups was 8.1 (95% CI 0.9, 15.4; P =.029) points. The subscales “interest/enjoyment” (+2.0 (SD 1.9) points, P .001) and “perceived competence” (+2.4 (SD 2.4) points, P .001) likewise increased significantly in the intervention group while they did not change significantly in the control group. The usage data revealed that participants in the intervention group used the game for an average of 131.1 (SD 48.7) minutes of in-game walking and for an average of 15.3 (SD 24.6) minutes of strength training per week. We found a significant positive association between total in-game training (min) and change in IMI total score (beta=0.0028; 95% CI 0.0007-0.0049; P =.01). Conclusions In inactive individuals with type 2 diabetes, a novel smartphone game incorporating established motivational elements and personalized PA recommendations elicits significant increases in intrinsic PA motivation that are accompanied by de-facto improvements in PA adherence over 24 weeks.
机译:背景定期进行体育锻炼(PA)是成功的2型糖尿病治疗的重要组成部分。然而,尽管有证据表明常规PA对健康有很多好处,但大多数2型糖尿病患者仍处于不活动状态,这通常是由于动力不足和缺乏PA享受所致。最近,一种有前途的方法可以帮助克服这些PA障碍,并激发不活跃的个人改变其PA行为,这是促进PA的智能手机游戏。虽然这些游戏的短期结果令人鼓舞,但迄今为止尚未证实在有效改变PA行为方面的长期成功。在这些游戏中,动机元素的不足或游戏玩法和故事情节中的缺陷可能会影响长期的游戏动机,从而阻止PA行为的持续变化。我们旨在通过开发一款具有PA功能的智能手机游戏来应对这些设计挑战,该游戏融合了已建立的行为改变技术,并专门针对不活跃的2型糖尿病患者。目的探讨跨学科团队设计的基于行为改变技术的自行开发的智能手机游戏是否能够激发非活动性2型糖尿病患者定期使用,从而增加其内在的PA动机。方法将36例非活动性超重2型糖尿病患者(45-70岁)随机分配至干预组或对照组(一次性生活方式咨询)。参与者被指示在24周的干预期内自主玩智能手机游戏或实施生活方式咨询的建议。在干预前后,使用删减的12项版本的《内在动机清单》(IMI)评估了PA的内在动机。此外,通过电话记录的游戏使用数据,在干预组中评估了干预期间对游戏建议的PA建议的遵守情况。结果干预组的内在PA动力(IMI总分)显着提高(+6.4(SD 4.2; P <.001)点),而在对照组中降低了1.9(SD 16.5; P = .623)点。两组之间的调整差异为8.1分(95%CI 0.9,15.4; P = .029)。在干预组中,分量表“兴趣/享受”(+2.0(SD 1.9)点,P <.001)和“感知能力”(+2.4(SD 2.4)点,P <.001)同样显着增加。对照组无明显变化。使用情况数据显示,干预组的参与者每周平均使用131.1分钟(标准差48.7分钟)进行游戏中的步行,每周平均进行15.3分钟(标准差24.6分钟)的力量训练。我们发现总的游戏训练量(分钟)与IMI总得分的变化之间存在显着的正相关关系(β= 0.0028; 95%CI 0.0007-0.0049; P = 0.01)。结论在不活跃的2型糖尿病患者中,一种新颖的智能手机游戏结合了既定的动机要素和个性化的PA建议,可显着提高PA的内在动机,并伴随着24周的事实上的PA依从性改善。

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