Höchsmann Christoph, Walz Steffen P, Schäfer Juliane, Holopainen Jussi, Hanssen Henner, Schmidt-Trucksäss Arno
Division of Sports and Exercise Medicine, Department of Sport, Exercise and Health, University of Basel, Birsstrasse 320 B, 4052, Basel, Switzerland.
Swinburne University, Melbourne, Australia.
Trials. 2017 Mar 6;18(1):103. doi: 10.1186/s13063-017-1853-3.
Exergaming is a novel approach to increase motivation for regular physical activity (PA) among sedentary individuals such as patients with type 2 diabetes mellitus (T2DM). Because existing exergames do not offer fitness-level adjusted, individualized workouts and are normally stationary (TV bound), thus not enabling PA anywhere and at any time, we developed a smartphone-based, game-like software application (MOBIGAME) specifically designed for middle-aged T2DM patients to induce a healthier, more active lifestyle as part of successful T2DM treatment and management. In a randomized controlled trial we aim to examine whether our smartphone-based game application can lead to increases in daily PA in T2DM patients that are persistent in the mid to long term and whether these increases are greater than those in a control group.
This study is designed as a randomized controlled trial. We plan to recruit a total of 42 T2DM patients [45-70 years, body mass index (BMI) ≥25 kg/m, low daily PA, regular smartphone use]. The experimental intervention (duration 24 weeks) includes individualized multidimensional home-based exercise and daily PA promotion administered through MOBIGAME. The control intervention consists of a one-time standard lifestyle counseling including the promotion of baseline activities. The primary outcome is daily PA measured as steps per day. Secondary outcome is exercise adherence measured via the usage data from the participants' smartphones (experimental intervention) and as self-recorded exercise log entries (control intervention). We will test the hypothesis that there will be differences between the experimental and control group with respect to post-interventional daily PA (as well as all other outcomes) using analysis of covariance. For each analysis, an estimate (with 95% confidence interval) of the difference in outcome between both groups will be reported.
This research will investigate the effectiveness of a novel smartphone-based, game-like software application to be used as a way to promote regular daily PA among inactive T2DM patients. The results of this trial may have important implications for future PA-promoting interventions and provide relevant information for the general transferability of such applications to be used as part of the treatment in other chronic diseases.
ClinicalTrials.gov, NCT02657018 . Registered on 11 January 2016. Last status update on 3 May 2016. Kofam.ch, SNCTP-number:SNCTP000001652. Registered on 21 January 2016.
运动游戏是一种全新的方法,可提高久坐不动人群(如2型糖尿病患者)定期进行体育活动(PA)的积极性。由于现有的运动游戏无法提供根据健身水平调整的个性化锻炼方式,且通常是固定的(局限于电视),因此无法随时随地进行体育活动,我们开发了一款基于智能手机的、类似游戏的软件应用程序(移动游戏),专门为中年2型糖尿病患者设计,以促使他们养成更健康、更积极的生活方式,作为成功治疗和管理2型糖尿病的一部分。在一项随机对照试验中,我们旨在研究基于智能手机的游戏应用程序能否使2型糖尿病患者的日常体育活动量在中长期持续增加,以及这些增加量是否大于对照组。
本研究设计为随机对照试验。我们计划总共招募42名2型糖尿病患者[年龄45 - 70岁,体重指数(BMI)≥25 kg/m²,日常体育活动量低,经常使用智能手机]。实验干预(持续24周)包括通过移动游戏进行的个性化多维居家锻炼和日常体育活动促进。对照干预包括一次性标准生活方式咨询,包括促进基线活动。主要结局是每天以步数衡量的日常体育活动量。次要结局是通过参与者智能手机的使用数据(实验干预)和自我记录的运动日志条目(对照干预)来衡量的运动依从性。我们将使用协方差分析检验假设,即干预后实验组和对照组在日常体育活动量(以及所有其他结局)方面存在差异。对于每项分析,将报告两组结局差异的估计值(及其95%置信区间)。
本研究将调查一款基于智能手机的新型类似游戏的软件应用程序作为促进不活跃的2型糖尿病患者定期进行日常体育活动的方式的有效性。该试验结果可能对未来促进体育活动的干预措施具有重要意义,并为这类应用程序作为其他慢性病治疗一部分的普遍可转移性提供相关信息。
ClinicalTrials.gov,NCT02657018。于2016年1月11日注册。最后状态更新于2016年5月3日。Kofam.ch,SNCTP编号:SNCTP000001652。于2016年1月21日注册。