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A Co-Designed Active Video Game for Physical Activity Promotion in People With Chronic Obstructive Pulmonary Disease: Pilot Trial

机译:一种用于慢性阻塞性肺病的人的身体活动促进的共同设计的活性视频游戏:试验试验

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Background People with chronic obstructive pulmonary disease (COPD) who are less active have lower quality of life, greater risk of exacerbations, and greater mortality than those who are more active. The effectiveness of physical activity interventions may facilitate the addition of game elements to improve engagement. The use of a co-design approach with people with COPD and clinicians as co-designers may also improve the effectiveness of the intervention. Objective The primary aim of this study is to evaluate the feasibility of a co-designed mobile game by examining the usage of the game, subjective measures of game engagement, and adherence to wearing activity trackers. The secondary aim of this study is to estimate the effect of the game on daily steps and daily moderate-to-vigorous physical activity (MVPA). Methods Participants with COPD who were taking part in the co-design of the active video game (n=9) acted as the experiment group, spending 3 weeks testing the game they helped to develop. Daily steps and MVPA were compared with a control group (n=9) of participants who did not co-design or test the game. Results Most participants (8/9, 89%) engaged with the game after downloading it. Participants used the game to record physical activity on 58.6% (82/141) of the days the game was available. The highest scores on the Intrinsic Motivation Inventory were seen for the value and usefulness subscale, with a mean of 6.38 (SD 0.6). Adherence to wearing Fitbit was high, with participants in both groups recording steps on 80% of days. Usage of the game was positively correlated with changes in daily steps but not with MVPA. Conclusions The co-designed mobile app shows promise as an intervention and should be evaluated in a larger-scale trial in this population.
机译:背景人员患有慢性阻塞性肺病(COPD)的人较低的活性较低的生活质量较低,更大的恶化风险,比更活跃的人更大的死亡率。身体活动干预的有效性可以促进添加游戏元素以改善参与。使用与COPD和临床医生的共同设计方法作为共同设计师也可以提高干预的有效性。目的本研究的主要目的是通过检查游戏的使用,游戏参与的主观措施以及依赖佩戴活动跟踪器来评估共同设计的移动游戏的可行性。本研究的二次目的是估算游戏对日常步骤和每日中等剧烈的身体活动(MVPA)的影响。方法参与COPD的参与者正在参与活动视频游戏的共同设计(n = 9)作为实验组,花费3周测试他们帮助发展的游戏。将每日步骤和MVPA与并未共同设计或测试游戏的参与者进行比较。结果大多数参与者(8/9,89%)在下载后与游戏进行。参与者使用游戏在游戏可用的日子的58.6%(82/141)上记录体力活动。对于价值和有用性亚额来看待内在动机库存的最高评分,其平均值为6.38(SD 0.6)。佩戴佩戴Fitbit的粘附很高,参与者在两个群体中记录步骤& 80%的日子。游戏的使用情况与日常步骤的变化呈正相关,但不是MVPA。结论共同设计的移动应用程序显示了承诺作为干预,应在这群人群中的大规模试验中进行评估。

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