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Apps for IMproving FITness and Increasing Physical Activity Among Young People: The AIMFIT Pragmatic Randomized Controlled Trial

机译:改善年轻人的健身和增加体育锻炼的应用程序:AIMFIT务实的随机对照试验

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Background: Given the global prevalence of insufficient physical activity (PA), effective interventions that attenuate age-related decline in PA levels are needed. Mobile phone interventions that positively affect health (mHealth) show promise; however, their impact on PA levels and fitness in young people is unclear and little is known about what makes a good mHealth app.Objective: The aim was to determine the effects of two commercially available smartphone apps (Zombies, Run and Get Running) on cardiorespiratory fitness and PA levels in insufficiently active healthy young people. A second aim was to identify the features of the app design that may contribute to improved fitness and PA levels.Methods: Apps for IMproving FITness (AIMFIT) was a 3-arm, parallel, randomized controlled trial conducted in Auckland, New Zealand. Participants were recruited through advertisements in electronic mailing lists, local newspapers, flyers posted in community locations, and presentations at schools. Eligible young people aged 14-17 years were allocated at random to 1 of 3 conditions: (1) use of an immersive app (Zombies, Run), (2) use of a nonimmersive app (Get Running), or (3) usual behavior (control). Both smartphone apps consisted of a fully automated 8-week training program designed to improve fitness and ability to run 5 km; however, the immersive app featured a game-themed design and narrative. Intention-to-treat analysis was performed using data collected face-to-face at baseline and 8 weeks, and all regression models were adjusted for baseline outcome value and gender. The primary outcome was cardiorespiratory fitness, objectively assessed as time to complete the 1-mile run/walk test at 8 weeks. Secondary outcomes were PA levels (accelerometry and self-reported), enjoyment, psychological need satisfaction, self-efficacy, and acceptability and usability of the apps.Results: A total of 51 participants were randomized to the immersive app intervention (n=17), nonimmersive app intervention (n=16), or the control group (n=18). The mean age of participants was 15.7 (SD 1.2) years; participants were mostly NZ Europeans (61%, 31/51) and 57% (29/51) were female. Overall retention rate was 96% (49/51). There was no significant intervention effect on the primary outcome using either of the apps. Compared to the control, time to complete the fitness test was –28.4 seconds shorter (95% CI –66.5 to 9.82, P=.20) for the immersive app group and –24.7 seconds (95% CI –63.5 to 14.2, P=.32) for the nonimmersive app group. No significant intervention effects were found for secondary outcomes.Conclusions: Although apps have the ability to increase reach at a low cost, our pragmatic approach using readily available commercial apps as a stand-alone instrument did not have a significant effect on fitness. However, interest in future use of PA apps is promising and highlights a potentially important role of these tools in a multifaceted approach to increase fitness, promote PA, and consequently reduce the adverse health outcomes associated with insufficient activity.Trial Registration: Australian New Zealand Clinical Trials Registry: ACTRN12613001030763; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?ACTRN=12613001030763 (Archived by WebCite at http://www.webcitation.org/6aasfJVTJ).
机译:背景:鉴于全球普遍缺乏体育活动(PA),因此需要有效的干预措施来减轻与年龄相关的PA水平下降。积极影响健康的移动电话干预措施(mHealth)显示出希望;然而,它们对年轻人的PA水平和健康的影响尚不明确,因此对于制作一款好的mHealth应用程序的原因知之甚少。目的:旨在确定两种市售智能手机应用程序(僵尸,跑步和跑步)对活跃度不足的健康年轻人的心肺健康和PA水平。第二个目的是确定应用程序设计的功能,这些功能可能有助于改善健身水平和PA水平。通过电子邮件列表中的广告,当地报纸,社区位置张贴的传单以及学校的演讲来招募参与者。将符合条件的14-17岁年轻人随机分配给以下3种情况之一:(1)使用沉浸式应用程序(僵尸,奔跑),(2)使用非沉浸式应用程序(开始跑步)或(3)正常行为(控制)。两种智能手机应用程序均包含一个为期8周的全自动培训计划,旨在提高健身水平和5公里跑步能力;但是,这款身临其境的应用程序具有游戏主题设计和叙述功能。使用基线和第8周面对面收集的数据进行意向治疗分析,并针对基线结果值和性别调整所有回归模型。主要结果是心肺适应性,客观评估为在8周时完成1英里跑步/步行测试的时间。次要结果是应用程序水平(加速度计和自我报告),娱乐性,心理需求满意度,自我效能以及应用程序的可接受性和可用性。结果:共有51名参与者被随机分配到沉浸式应用程序干预中(n = 17) ,非沉浸式应用程序干预(n = 16)或对照组(n = 18)。参与者的平均年龄为15.7(SD 1.2)岁;参加者大多是新西兰欧洲人(61%,31/51),女性为57%(29/51)。总体保留率为96%(49/51)。使用这两个应用程序对主要结局均无明显干预效果。与对照组相比,沉浸式应用程序组完成适应性测试的时间缩短了–28.4秒(95%CI –66.5至9.82,P = .20)和–24.7秒(95%CI –63.5至14.2,P = .32)。结论:尽管应用程序能够以低成本增加覆盖率,但我们实用的方法使用现成的商业应用程序作为独立工具,但对健身效果没有显着影响。但是,对未来使用PA应用程序的兴趣是有希望的,并突出了这些工具在提高健身度,促进PA并因此减少与活动不足有关的不良健康结果的多方面方法中的潜在重要作用。试用注册:ACTRN12613001030763; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?ACTRN=12613001030763(由WebCite存档,网址为http://www.webcitation.org/6aasfJVTJ)。

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