Direito Artur, Jiang Yannan, Whittaker Robyn, Maddison Ralph
Faculty of Medical and Health Sciences, National Institute for Health Innovation, University of Auckland, Auckland, New Zealand.
J Med Internet Res. 2015 Aug 27;17(8):e210. doi: 10.2196/jmir.4568.
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.
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.
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.
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.
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.
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).
鉴于全球身体活动不足(PA)的普遍情况,需要有效的干预措施来减缓与年龄相关的PA水平下降。对健康有积极影响的移动电话干预措施(移动健康)显示出前景;然而,它们对年轻人PA水平和健康状况的影响尚不清楚,而且对于一个好的移动健康应用程序的构成因素知之甚少。
本研究旨在确定两款商业可用的智能手机应用程序(《僵尸,快跑》和《开始跑步》)对身体活动不足的健康年轻人的心肺功能和PA水平的影响。第二个目的是确定应用程序设计中可能有助于改善健康状况和PA水平的特征。
“改善健康的应用程序(AIMFIT)”是在新西兰奥克兰进行的一项三臂、平行、随机对照试验。通过电子邮件列表中的广告、当地报纸、社区场所张贴的传单以及学校的宣传活动招募参与者。年龄在14 - 17岁的符合条件的年轻人被随机分配到3种情况中的1种:(1)使用沉浸式应用程序(《僵尸,快跑》),(2)使用非沉浸式应用程序(《开始跑步》),或(3)日常行为(对照组)。两款智能手机应用程序均包含一个全自动的8周训练计划,旨在提高健康水平和5公里跑步能力;然而,沉浸式应用程序具有游戏主题设计和故事情节。使用在基线和8周时面对面收集的数据进行意向性分析,所有回归模型均根据基线结果值和性别进行了调整。主要结果是心肺功能,通过在8周时完成1英里跑/走测试的时间进行客观评估。次要结果包括PA水平(加速度计测量和自我报告)、享受程度、心理需求满意度、自我效能感以及应用程序的可接受性和可用性。
共有51名参与者被随机分配到沉浸式应用程序干预组(n = 17)、非沉浸式应用程序干预组(n = 16)或对照组(n = 18)。参与者的平均年龄为15.7(标准差1.2)岁;参与者大多是新西兰欧洲人(61%,31/51),57%(29/51)为女性。总体保留率为96%(49/51)。使用任何一款应用程序对主要结果均无显著干预效果。与对照组相比,沉浸式应用程序组完成体能测试的时间缩短了28.4秒(95%置信区间 - 66.5至9.82,P = 0.20),非沉浸式应用程序组缩短了24.7秒(95%置信区间 - 63.5至14.2,P = 0.32)。次要结果未发现显著干预效果。
尽管应用程序有能力以低成本扩大覆盖面,但我们使用现成商业应用程序作为单一工具的实用方法对健康状况没有显著影响。然而,对未来使用PA应用程序的兴趣很有前景,并突出了这些工具在多方面方法中增加健康、促进PA并因此减少与活动不足相关的不良健康结果方面可能发挥的重要作用。
澳大利亚新西兰临床试验注册中心:ACTRN12613001030763;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?ACTRN=12613001030763(由WebCite存档于http://www.webcitation.org/6aasfJVTJ)。