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新型智能手机游戏改善 2 型糖尿病患者的身体活动行为。

Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes.

机构信息

Department of Sport, Exercise and Health, University of Basel, Basel, Switzerland; Pennington Biomedical Research Center, Baton Rouge, Louisiana.

Department of Sport, Exercise and Health, University of Basel, Basel, Switzerland.

出版信息

Am J Prev Med. 2019 Jul;57(1):41-50. doi: 10.1016/j.amepre.2019.02.017. Epub 2019 May 22.

Abstract

INTRODUCTION

Many type 2 diabetes patients show insufficient levels of physical activity and are often unmotivated to change physical activity behaviors. This study investigated whether a newly developed smartphone game delivering individualized exercise and physical activity promotion through an elaborate storyline can generate sustained improvements in daily physical activity (steps/day).

STUDY DESIGN

Thirty-six participants were enrolled in this 24-week RCT between August 2016 and April 2018. After baseline assessment, participants were randomized in equal numbers to the intervention or control condition. Data analysis was performed in May-June 2018.

SETTING/PARTICIPANTS: Inactive, overweight type 2 diabetes patients, aged 45-70 years, were recruited through advertising and from hospitals and diabetes care centers in the Basel, Switzerland, metropolitan area.

INTERVENTION

Participants were instructed to play the innovative smartphone game (intervention group) or to implement the recommendations from the baseline lifestyle counseling (control group) autonomously during the 24-week intervention period.

MAIN OUTCOME MEASURES

Primary outcomes were changes in daily physical activity (steps/day); changes in aerobic capacity, measured as oxygen uptake at the first ventilatory threshold; and changes in glycemic control, measured as HbA1c.

RESULTS

Daily physical activity increased by an average of 3,998 (SD=1,293) steps/day in the intervention group and by an average of 939 (SD=1,156) steps/day in the control group. The adjusted difference between the two groups was 3,128 steps/day (95% CI=2,313, 3,943, p<0.001). The increase in daily physical activity was accompanied by an improved aerobic capacity (adjusted difference of oxygen uptake at the first ventilatory threshold of 1.9 mL/(kg·min), 95% CI=0.9, 2.9, p<0.001). Glycemic control (HbA1c) did not change over the course of the intervention.

CONCLUSIONS

A novel, self-developed smartphone game, delivering multidimensional home-based exercise and physical activity promotion, significantly increases daily physical activity (steps/day) and aerobic capacity in inactive type 2 diabetes patients after 24 weeks. The ability of the game to elicit a sustained physical activity motivation may be relevant for other inactive target groups with chronic diseases.

TRIAL REGISTRATION

This study is registered at www.clinicaltrials.gov NCT02657018.

摘要

简介

许多 2 型糖尿病患者的身体活动水平不足,且往往缺乏改变身体活动行为的动力。本研究旨在探究一种新开发的智能手机游戏,通过精心设计的故事情节提供个性化的运动和身体活动促进,是否能持续改善日常身体活动(步数/天)。

研究设计

2016 年 8 月至 2018 年 4 月期间,共招募了 36 名参与者进行了这项 24 周的 RCT。在基线评估后,参与者按照人数相等的比例随机分配到干预组或对照组。数据分析于 2018 年 5 月至 6 月进行。

地点/参与者:在瑞士巴塞尔大都市区的医院和糖尿病护理中心通过广告和招募,招募了不活跃、超重的 2 型糖尿病患者,年龄在 45-70 岁之间。

干预措施

参与者被指导玩创新的智能手机游戏(干预组)或在 24 周的干预期间自主实施基线生活方式咨询的建议(对照组)。

主要观察指标

主要结果是日常身体活动(步数/天)的变化;有氧能力的变化,用第一通气阈时的耗氧量来衡量;以及血糖控制的变化,用 HbA1c 来衡量。

结果

干预组的日常身体活动平均增加了 3998 步/天(SD=1293),对照组平均增加了 939 步/天(SD=1156)。两组之间的调整差异为 3128 步/天(95%CI=2313,3943,p<0.001)。日常身体活动的增加伴随着有氧能力的提高(第一通气阈时耗氧量的调整差异为 1.9 毫升/(千克·分钟),95%CI=0.9,2.9,p<0.001)。干预过程中血糖控制(HbA1c)没有变化。

结论

一种新的、自主开发的智能手机游戏,提供多维的家庭运动和身体活动促进,可显著提高 24 周后不活跃的 2 型糖尿病患者的日常身体活动(步数/天)和有氧能力。游戏激发持续身体活动动力的能力可能与其他患有慢性疾病的不活跃目标群体相关。

试验注册

这项研究在 www.clinicaltrials.gov 上注册,编号为 NCT02657018。

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