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行为设计的游戏化与社交激励对控制不佳的糖尿病成人生活方式改变的影响:一项随机临床试验。

Effect of Behaviorally Designed Gamification With Social Incentives on Lifestyle Modification Among Adults With Uncontrolled Diabetes: A Randomized Clinical Trial.

机构信息

Department of Medicine, Perelman School of Medicine, University of Pennsylvania, Philadelphia.

Wharton School, University of Pennsylvania, Philadelphia.

出版信息

JAMA Netw Open. 2021 May 3;4(5):e2110255. doi: 10.1001/jamanetworkopen.2021.10255.

Abstract

IMPORTANCE

Gamification is increasingly being used to promote healthy behaviors. However, it has not been well tested among patients with chronic conditions and over longer durations.

OBJECTIVE

To test the effectiveness of behaviorally designed gamification interventions to enhance support, collaboration, or competition to promote physical activity and weight loss among adults with uncontrolled type 2 diabetes.

DESIGN, SETTING, AND PARTICIPANTS: A 4-arm randomized clinical trial with a 1-year intervention was conducted from January 23, 2017, to January 27, 2020, with remotely monitored intervention. Analyses were conducted between February 10 and October 6, 2020. Participants included 361 adults with type 2 diabetes with hemoglobin A1c levels greater than or equal to 8% and body mass index greater than or equal to 25.

INTERVENTIONS

All participants received a wearable device, smart weight scale, and laboratory testing. Participants in the control group received feedback from their devices but no other interventions. Participants in the gamification arms conducted goal setting and were entered into a 1-year game designed using insights from behavioral economics with points and levels for achieving step goals and weight loss targets. The game varied by trial arm to promote either support, collaboration, or competition.

MAIN OUTCOMES AND MEASURES

Co-primary outcomes included daily step count, weight, and hemoglobin A1c level. Secondary outcome was low-density lipoprotein cholesterol level. Intention-to-treat analysis was used.

RESULTS

Participants had a mean (SD) age of 52.5 (10.1) years; hemoglobin A1c level, 9.6% (1.6%); daily steps, 4632 (2523); weight, 107.4 kg (20.8 kg); and body mass index, 37.1 (6.6). Of the 361 participants, 202 (56.0%) were women, 143 (39.6%) were White, and 185 (51.2%) were Black; with 87 (24.1%) randomized to control; 92 (25.4%) randomized to gamification with support and intervention; 95 (26.3%) randomized to gamification with collaboration; and 87 (24.1%) randomized to gamification with competition. Compared with the control group over 1 year, there was a significant increase in mean daily steps from baseline among participants receiving gamification with support (adjusted difference relative to control group, 503 steps; 95% CI, 103 to 903 steps; P = .01) and competition (606 steps; 95% CI, 201 to 1011 steps; P = .003) but not collaboration (280 steps; 95% CI, -115 to 674 steps; P = .16). All trial arms had significant reductions in weight and hemoglobin A1c levels from baseline, but there were no significant differences between any of the intervention arms and the control arm. There was only 1 adverse event reported that may have been related to the trial (arthritic knee pain).

CONCLUSIONS AND RELEVANCE

Among adults with uncontrolled type 2 diabetes, a behaviorally designed gamification intervention in this randomized clinical trial significantly increased physical activity over a 1-year period when designed to enhance either support or competition but not collaboration. No differences between intervention and control groups were found for other outcomes.

TRIAL REGISTRATION

ClinicalTrials.gov Identifier: NCT02961192.

摘要

重要性:游戏化正越来越多地被用于促进健康行为。然而,它在患有慢性疾病的患者中,以及在更长的时间内,尚未得到很好的测试。

目的:测试行为设计的游戏化干预措施的有效性,以增强支持、协作或竞争,促进成年人的身体活动和减肥患有未控制的 2 型糖尿病。

设计、设置和参与者:一项为期 1 年的随机临床试验,有 4 个手臂,进行了远程监测干预。从 2017 年 1 月 23 日至 2020 年 1 月 27 日进行分析,2020 年 2 月 10 日至 10 月 6 日进行。参与者包括 361 名血红蛋白 A1c 水平大于或等于 8%和体重指数大于或等于 25 的成年人。

干预措施:所有参与者均接受了可穿戴设备、智能体重秤和实验室测试。对照组仅接受设备反馈,没有其他干预措施。在游戏化手臂中,参与者设定目标,并参与了使用行为经济学见解设计的为期 1 年的游戏,该游戏为实现步数目标和减肥目标提供了积分和级别。游戏因试验臂而异,以促进支持、协作或竞争。

主要结果和措施:共同主要结果包括每日步数、体重和血红蛋白 A1c 水平。次要结果是低密度脂蛋白胆固醇水平。采用意向治疗分析。

结果:参与者的平均(标准差)年龄为 52.5(10.1)岁;血红蛋白 A1c 水平为 9.6%(1.6%);每日步数为 4632(2523);体重为 107.4 千克(20.8 千克);体重指数为 37.1(6.6)。在 361 名参与者中,202 名(56.0%)为女性,143 名(39.6%)为白人,185 名(51.2%)为黑人;87 名(24.1%)被随机分配到对照组;92 名(25.4%)被随机分配到支持和干预的游戏化组;95 名(26.3%)被随机分配到协作的游戏化组;87 名(24.1%)被随机分配到竞争的游戏化组。与对照组相比,在 1 年内,接受支持的游戏化治疗的参与者的平均每日步数从基线开始显著增加(相对于对照组的调整差异,503 步;95%置信区间,103 至 903 步;P = .01)和竞争(606 步;95%置信区间,201 至 1011 步;P = .003),但协作(280 步;95%置信区间,-115 至 674 步;P = .16)则不然。所有试验臂的体重和血红蛋白 A1c 水平均从基线显著降低,但任何干预臂与对照组之间均无显著差异。仅报告了 1 例可能与试验有关的不良事件(关节炎性膝痛)。

结论和相关性:在患有未控制的 2 型糖尿病的成年人中,这项随机临床试验中行为设计的游戏化干预措施在 1 年内显著增加了身体活动量,当设计用于增强支持或竞争时,但不能增强协作。在其他结果方面,干预组和对照组之间没有差异。

试验注册:ClinicalTrials.gov 标识符:NCT02961192。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bb25/8144928/ae21d9436492/jamanetwopen-e2110255-g001.jpg

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