Health Technology Lab, College of Arts, Media, and Design, Bouvé College of Health Sciences, Northeastern University, 360 Huntington Ave, Boston, MA 02115, United States.
Distinguished Emeritus Professor, Baylor College of Medicine, 1100 Bates St, Houston, TX 77030, United States.
Contemp Clin Trials. 2020 Sep;96:106087. doi: 10.1016/j.cct.2020.106087. Epub 2020 Jul 17.
Although physical activity (PA) has been shown in helping prevent and treat obesity, current PA interventions are still not effective in ameliorating the obesity epidemic. Additional forms of PA need to be investigated to improve PA engagement and outcomes. We hypothesize that pairing a narrative (i.e., story) with an active video game (AVG), a less traditional form of PA, will increase participant engagement in PA. This paper presents the rationale, implementation, and pilot results of a study assessing the effect of narrative's impact on PA and a series of other health outcomes.
This paper presents the rationale, implementation, and pilot results of a study assessing the effect of narrative's impact on PA and a series of other health outcomes.
METHODS/DESIGN: The Active Video Game Study is a six-month randomized controlled single-blind trial projected to include 210 participants. The intervention strategy will pair a narrative to an active video game (AVG). Participants will be randomized into 3 groups: condition A [Narrative + AVG], condition B [AVG Only], and condition C [Control]. Participants will undergo three in-person data collection visits over the course of six months. Inclusion criteria are that children are between the ages of 8-12 and have a BMI ≥ 85%. The primary outcome is change in moderate to vigorous physical activity (MVPA). Secondary outcome measures include change in BMI percentile, fasting insulin and glucose, lipid panel, C-reactive protein, and cognitive function. A pilot trial of n = 6 was conducted to help develop procedures and address problems that could arise in the main trial.
Successful completion of this study will provide the empirical basis for novel intervention and design strategies to enhance the impact of AVGs on long-term MVPA.
尽管身体活动(PA)已被证明有助于预防和治疗肥胖,但目前的 PA 干预措施仍不能有效改善肥胖流行。需要探索其他形式的 PA,以提高 PA 的参与度和效果。我们假设,将叙事(即故事)与积极视频游戏(AVG)结合起来,这是一种不太传统的 PA 形式,将增加参与者参与 PA 的积极性。本文介绍了一项评估叙事对 PA 和一系列其他健康结果影响的研究的理由、实施情况和初步结果。
本文介绍了一项评估叙事对 PA 和一系列其他健康结果影响的研究的理由、实施情况和初步结果。
方法/设计:积极视频游戏研究是一项为期六个月的随机对照单盲试验,预计将包括 210 名参与者。干预策略将把叙事与积极视频游戏(AVG)配对。参与者将随机分为 3 组:条件 A [叙事+AVG]、条件 B [仅 AVG]和条件 C [对照组]。参与者将在六个月内进行三次面对面的数据收集访问。纳入标准是儿童年龄在 8-12 岁之间,BMI≥85%。主要结果是中度至剧烈体力活动(MVPA)的变化。次要结果指标包括 BMI 百分位数、空腹胰岛素和葡萄糖、血脂谱、C-反应蛋白和认知功能的变化。进行了一项 n=6 的试点试验,以帮助制定程序并解决主要试验中可能出现的问题。
成功完成这项研究将为增强 AVG 对长期 MVPA 的影响的新型干预和设计策略提供实证基础。