Höchsmann Christoph, Infanger Denis, Klenk Christopher, Königstein Karsten, Walz Steffen P, Schmidt-Trucksäss Arno
Department of Sport, Exercise and Health, University of Basel, Basel, Switzerland.
Pennington Biomedical Research Center, Baton Rouge, LA, United States.
JMIR Serious Games. 2019 Feb 13;7(1):e11444. doi: 10.2196/11444.
Regular physical activity (PA) is an essential component of a successful type 2 diabetes treatment. However, despite the manifest evidence for the numerous health benefits of regular PA, most patients with type 2 diabetes remain inactive, often due to low motivation and lack of PA enjoyment. A recent and promising approach to help overcome these PA barriers and motivate inactive individuals to change their PA behavior is PA-promoting smartphone games. While short-term results of these games are encouraging, the long-term success in effectively changing PA behavior has to date not been confirmed. It is possible that an insufficient incorporation of motivational elements or flaws in gameplay and storyline in these games affect the long-term motivation to play and thereby prevent sustained changes in PA behavior. We aimed to address these design challenges by developing a PA-promoting smartphone game that incorporates established behavior change techniques and specifically targets inactive type 2 diabetes patients.
To investigate if a self-developed, behavior change technique-based smartphone game designed by an interdisciplinary team is able to motivate inactive individuals with type 2 diabetes for regular use and thereby increase their intrinsic PA motivation.
Thirty-six inactive, overweight type 2 diabetes patients (45-70 years of age) were randomly assigned to either the intervention group or the control group (one-time lifestyle counseling). Participants were instructed to play the smartphone game or to implement the recommendations from the lifestyle counseling autonomously during the 24-week intervention period. Intrinsic PA motivation was assessed with an abridged 12-item version of the Intrinsic Motivation Inventory (IMI) before and after the intervention. In addition, adherence to the game-proposed PA recommendations during the intervention period was assessed in the intervention group via the phone-recorded game usage data.
Intrinsic PA motivation (IMI total score) increased significantly in the intervention group (+6.4 (SD 4.2; P<.001) points) while it decreased by 1.9 (SD 16.5; P=.623) points in the control group. The adjusted difference between both groups was 8.1 (95% CI 0.9, 15.4; P=.029) points. The subscales "interest/enjoyment" (+2.0 (SD 1.9) points, P<.001) and "perceived competence" (+2.4 (SD 2.4) points, P<.001) likewise increased significantly in the intervention group while they did not change significantly in the control group. The usage data revealed that participants in the intervention group used the game for an average of 131.1 (SD 48.7) minutes of in-game walking and for an average of 15.3 (SD 24.6) minutes of strength training per week. We found a significant positive association between total in-game training (min) and change in IMI total score (beta=0.0028; 95% CI 0.0007-0.0049; P=.01).
In inactive individuals with type 2 diabetes, a novel smartphone game incorporating established motivational elements and personalized PA recommendations elicits significant increases in intrinsic PA motivation that are accompanied by de-facto improvements in PA adherence over 24 weeks.
ClinicalTrials.gov NCT02657018; https://clinicaltrials.gov/ct2/show/NCT02657018.
规律的体育活动(PA)是成功治疗2型糖尿病的重要组成部分。然而,尽管有明显证据表明规律的体育活动对健康有诸多益处,但大多数2型糖尿病患者仍然缺乏运动,这通常是由于动力不足和对体育活动缺乏兴趣。一种近期出现且很有前景的帮助克服这些体育活动障碍并激励不运动的个体改变其体育活动行为的方法是推广体育活动的智能手机游戏。虽然这些游戏的短期效果令人鼓舞,但迄今为止,有效改变体育活动行为的长期成功尚未得到证实。这些游戏中可能存在激励元素融入不足或游戏玩法及故事情节存在缺陷的情况,从而影响长期游戏动力,进而阻碍体育活动行为的持续改变。我们旨在通过开发一款融入既定行为改变技巧且专门针对不运动的2型糖尿病患者的推广体育活动的智能手机游戏来应对这些设计挑战。
研究一个跨学科团队设计的基于行为改变技巧的自主研发智能手机游戏是否能够激励不运动的2型糖尿病个体经常使用该游戏,从而增强他们内在的体育活动动力。
36名不运动的超重2型糖尿病患者(年龄45 - 70岁)被随机分配到干预组或对照组(一次性生活方式咨询)。在为期24周的干预期内,指导参与者玩智能手机游戏或自主实施生活方式咨询中的建议。干预前后使用简化的12项内在动机量表(IMI)评估内在体育活动动力。此外,通过电话记录的游戏使用数据评估干预组在干预期内对游戏提出的体育活动建议的依从性。
干预组的内在体育活动动力(IMI总分)显著增加(+6.4(标准差4.2;P <.001)分),而对照组下降了1.9(标准差16.5;P =.623)分。两组间的调整差异为8.1(95%可信区间0.9,15.4;P =.029)分。干预组的“兴趣/享受”(+2.0(标准差1.9)分,P <.001)和“感知能力”(+2.4(标准差2.4)分,P <.001)子量表同样显著增加,而对照组没有显著变化。使用数据显示,干预组参与者每周平均花131.1(标准差48.7)分钟进行游戏内步行,平均花15.3(标准差24.6)分钟进行力量训练。我们发现游戏内总训练时间(分钟)与IMI总分变化之间存在显著正相关(β = 0.0028;95%可信区间0.0007 - 0.0049;P =.01)。
在不运动的2型糖尿病个体中,一款融入既定激励元素和个性化体育活动建议的新型智能手机游戏能显著增强内在体育活动动力,并在24周内实际提高体育活动依从性。
ClinicalTrials.gov NCT02657018;https://clinicaltrials.gov/ct2/show/NCT02657018 。