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评估一款以游戏为中心的移动应用程序对社区老年人健康激活的影响。

Assessing the Impact of a Game-Centered Mobile App on Community-Dwelling Older Adults' Health Activation.

作者信息

Crandall K Jason, Shake Matthew, Ziegler Uta

机构信息

Western Kentucky University Center for Applied Science in Health and Aging, 2413 Nashville Road Suite, 123, Bowling Green, USA.

Western Kentucky University Department of Psychological Sciences, 1906 College Heights Blvd, KTH 1002, Bowling Green, USA.

出版信息

OBM Integr Compliment Med. 2019;4(3). doi: 10.21926/obm.icm.1903041. Epub 2019 Jul 4.

DOI:10.21926/obm.icm.1903041
PMID:32743350
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7394294/
Abstract

BACKGROUND

Older adults experience normative age-graded declines in physical and cognitive performance and many must manage one or more chronic conditions. Exercise programs can help to improve both their physical health and their knowledge, skill, and confidence in managing aspects of their own healthcare, yet a significant barrier is motivating them to adhere to such programs. The purpose of this investigation was to evaluate the impact of a game-centered mobile app (Bingocize®) on older adults' knowledge, skill, and confidence for managing aspects of their healthcare.

METHODS

Community-dwelling older adults (N=84) with mobility and not engaged in any structured exercise program were recruited from rural community senior centers in Kentucky and Tennessee. Participants were randomly assigned to (a) a version that included health education, or (b) health education and an exercise component. Participants used the app in a group setting for 10 weeks, twice per week, for one hour. The Patient Activation Measure (PAM-10) was used to assess group changes in knowledge, skill, and confidence for managing aspects of their healthcare. The design was a two (Group: Exercise + Health Education vs. Health Education-only) x two (Time: Pre- vs. Post-intervention) and an analyses of variance, with significance p<.05, was used to detect within and between group differences.

RESULTS

PAM-10 values significantly increased from pre- to post-intervention for both groups, as did knowledge of the health topics (all p < 0.05). Attendance was >93% in both groups.

CONCLUSIONS

Bingocize® engendered high attendance and improved health activation of older adults; however, additional research is needed to examine whether changes in activation result in long-term changes in health behaviour. The Bingocize® mobile app is an enjoyable and effective way to increase health activation in community-dwelling older adults.

摘要

背景

老年人在身体和认知能力方面会经历正常的年龄相关衰退,许多人还必须应对一种或多种慢性疾病。锻炼计划有助于改善他们的身体健康以及他们在管理自身医疗保健方面的知识、技能和信心,但一个重大障碍是促使他们坚持此类计划。本研究的目的是评估一款以游戏为中心的移动应用程序(Bingocize®)对老年人管理其医疗保健方面的知识、技能和信心的影响。

方法

从肯塔基州和田纳西州的农村社区老年中心招募了84名行动自如且未参与任何结构化锻炼计划的社区老年人。参与者被随机分配到(a)包含健康教育的版本,或(b)健康教育和锻炼组件。参与者在小组环境中使用该应用程序,为期10周,每周两次,每次一小时。使用患者激活量表(PAM - 10)来评估小组在管理其医疗保健方面的知识、技能和信心的变化。设计为二(组:锻炼 + 健康教育与仅健康教育)×二(时间:干预前与干预后),并采用方差分析,显著性p <.05,用于检测组内和组间差异。

结果

两组从干预前到干预后的PAM - 10值均显著增加,健康主题知识也显著增加(所有p < 0.05)。两组的出勤率均>93%。

结论

Bingocize®带来了高出勤率并改善了老年人的健康激活;然而,需要进一步研究以检查激活的变化是否会导致健康行为的长期变化。Bingocize®移动应用程序是增加社区居住老年人健康激活的一种有趣且有效的方式。

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