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Cognitive-behavioral intervention via interactive multimedia online video game for active aging: study protocol for a randomized controlled trial

机译:通过互动式多媒体在线视频游戏进行认知行为干预,用于活跃老化:用于随机对照试验的研究方案

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BACKGROUND:Due to the progressive aging of the population, programs to promote active aging have been recommended. However, older adults have difficulty accessing them. Interventions administered through online video games may increase their accessibility, and complementing these with a smartphone app will likely increase adherence and allow for ongoing professional monitoring. The objective of this study is to evaluate the efficacy of a cognitive-behavioral intervention for active aging administered through an online interactive multimedia video game that includes a smartphone app companion. The secondary objectives are to analyze the moderators and mediators?of the change in the outcome variables and to evaluate the adherence to the intervention.METHODS/DESIGN:A randomized controlled clinical trial will be conducted. Adults 45?years and older will be randomly assigned to a cognitive-behavioral intervention administered through an online multimedia video game that includes a smartphone app companion or to a control group that will receive online information on active aging (274 participants per group). The intervention will be administered in eight weekly 45-min modules. An investigator-blinded evaluation will be conducted using online self-administered tests at baseline, post-intervention, and 6- and 12-month follow-ups. The primary outcome will be mental health status as evaluated using the 36-item Short-Form Health Survey (SF-36) at post-intervention. Secondary outcomes will be emotional well-being, depressive symptoms, reinforcement, negative thoughts, self-reported memory, cognitive task performance, sleep hygiene behaviors, physical activity, eating habits, body mass index, social support, dropout, treatment adherence, and satisfaction with the intervention.DISCUSSION:If the results are favorable, this study would involve the development of the first evidence-based active aging promotion intervention based on a video game?that includes a smartphone app companion, providing evidence on its?efficacy, accessibility, and clinical utility.TRIAL REGISTRATION:ClinicalTrials.gov, NCT03643237. Registered 27 August 2018.
机译:背景:由于人口的进步老化,建议促进积极老化的计划。但是,老年人难以访问它们。通过在线视频游戏管理的干预措施可能会增加他们的可访问性,并使用智能手机应用程序补充这些应用可能会增加遵守并允许正在进行的专业监控。本研究的目的是评估通过在线交互式多媒体视频游戏管理的积极年龄的认知行为干预的疗效,包括智能手机应用程序伴侣。次要目标是分析主持人和调解员?结果变量的变化,并评估遵守干预。方法/设计:将进行随机对照临床试验。成年人45?年龄较大将随机分配给通过在线多媒体视频游戏管理的认知行为干预,该游戏包括智能手机应用程序伴侣或者将获得有关有效老化的在线信息的对照组(每组274名参与者)。干预措施将以八周45分钟的模块进行。将使用在基线,干预后和6个和12个月的随访中使用在线自我管理的测试进行调查致盲的评估。主要结果将是在干预后使用36项短型健康调查(SF-36)进行评估的心理健康状况。二次结果将是情绪幸福,抑郁症状,强化,消极思想,自我报告的记忆,认知任务表现,睡眠卫生行为,身体活动,饮食习惯,体重指数,社会支持,辍学,治疗坚持,以及满意度通过干预措施。探讨:如果结果是有利的,本研究将涉及基于视频游戏的第一个基于证据的主动老化促进干预的发展?包括智能手机应用程序伴侣,提供有关其效力,可访问性的证据和临床实用程序。注册:ClinicalTrials.gov,NCT03643237。注册2018年8月27日。

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