Bowling April B, Slavet James, Hendrick Chelsea, Beyl Robbie, Nauta Phillip, Augustyn Marilyn, Mbamalu Mediatrix, Curtin Carol, Bandini Linda, Must Aviva, Staiano Amanda E
Department of Public Health and Nutrition, School of Health Sciences, Merrimack College, North Andover, MA, United States.
Marblehead Public Schools, Marblehead, MA, United States.
JMIR Form Res. 2021 May 14;5(5):e24566. doi: 10.2196/24566.
The prevalence of neurodevelopmental and psychiatric diagnoses (NPDs) in youth is increasing, and unhealthy physical activity (PA), diet, screen time, and sleep habits contribute to the chronic disease disparities and behavioral challenges this population experiences.
This pilot study aims to adapt a proven exergaming and telehealth PA coaching intervention for typically developing youth with overweight or obesity; expand it to address diet, screen, and sleep behaviors; and then test its feasibility and acceptability, including PA engagement, among youth with NPDs.
Participants (N=23; mean age 15.1 years, SD 1.5; 17 males, 9 people of color) recruited in person from clinic and special education settings were randomized to the Adaptive GameSquad (AGS) intervention or wait-list control. The 10-week adapted intervention included 3 exergaming sessions per week and 6 real-time telehealth coaching sessions. The primary outcomes included feasibility (adherence to planned sessions), engagement (uptake and acceptability as reported on process questionnaires), and PA level (combined light, moderate, and vigorous as measured by accelerometer). Descriptive statistics summarized feasibility and engagement data, whereas paired, two-tailed t tests assessed group differences in pre-post PA.
Of the 6 coaching sessions, AGS participants (n=11; mean age 15.3 years, SD 1.2; 7 males, 4 people of color) completed an average of 5 (83%), averaging 81.2 minutes per week of exergaming. Of 9 participants who completed the exit questionnaire, 6 (67%) reported intention to continue, and 8 (89%) reported feeling that the coaching sessions were helpful. PA and sleep appeared to increase during the course of the intervention over baseline, video game use appeared to decrease, and pre-post intervention PA per day significantly decreased for the control (-58.8 min; P=.04) but not for the intervention group (-5.3 min; P=.77), despite potential seasonality effects. However, beta testers and some intervention participants indicated a need for reduced complexity of technology and more choice in exergames.
AGS shows promise in delivering a health behavior intervention remotely to youth with NPDs, but a full-scale efficacy trial with a larger sample size is needed to confirm this finding. On the basis of feedback from beta testers and intervention participants, the next steps should include reduced technology burden and increased exergame choice before efficacy testing.
ClinicalTrials.gov NCT03665415; https://clinicaltrials.gov/ct2/show/NCT03665415.
青少年神经发育和精神疾病诊断(NPDs)的患病率正在上升,不健康的体育活动(PA)、饮食、屏幕使用时间和睡眠习惯导致了这一人群所经历的慢性病差异和行为挑战。
这项试点研究旨在为超重或肥胖的发育正常青少年调整一种经过验证的运动游戏和远程医疗PA指导干预措施;将其扩展到解决饮食、屏幕使用和睡眠行为问题;然后测试其在患有NPDs的青少年中的可行性和可接受性,包括PA参与度。
从诊所和特殊教育机构亲自招募的参与者(N = 23;平均年龄15.1岁,标准差1.5;17名男性,9名有色人种)被随机分配到适应性游戏小组(AGS)干预组或等待名单对照组。为期10周的调整后干预包括每周3次运动游戏课程和6次实时远程医疗指导课程。主要结果包括可行性(对计划课程的依从性)、参与度(过程问卷中报告的接受度和可接受性)和PA水平(通过加速度计测量的轻度、中度和剧烈运动的综合水平)。描述性统计总结了可行性和参与度数据,而配对双尾t检验评估了PA前后的组间差异。
在6次指导课程中,AGS参与者(n = 11;平均年龄15.3岁,标准差1.2;7名男性,4名有色人种)平均完成了5次(83%),平均每周运动游戏时间为81.2分钟。在完成退出问卷的9名参与者中,6名(67%)表示有继续参与的意愿,8名(89%)表示认为指导课程有帮助。在干预过程中,PA和睡眠相对于基线似乎有所增加,电子游戏使用似乎有所减少,尽管存在潜在的季节性影响,但对照组每天干预前后的PA显著下降(-58.8分钟;P = 0.04),而干预组没有(-5.3分钟;P = 0.77)。然而,测试版用户和一些干预参与者表示需要降低技术复杂性,并在运动游戏中有更多选择。
AGS在为患有NPDs的青少年远程提供健康行为干预方面显示出前景,但需要进行更大样本量的全面疗效试验来证实这一发现。根据测试版用户和干预参与者的反馈,下一步应在疗效测试前减轻技术负担并增加运动游戏选择。
ClinicalTrials.gov NCT03665415;https://clinicaltrials.gov/ct2/show/NCT03665415