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游戏化和神经训练促使男性参与行为体重减轻:一项析因随机对照试验的方案。

Gamification and neurotraining to engage men in behavioral weight loss: Protocol for a factorial randomized controlled trial.

机构信息

Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA; Department of Psychological and Brain Sciences, Drexel University, Philadelphia, PA, USA.

Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA; Department of Psychological and Brain Sciences, Drexel University, Philadelphia, PA, USA.

出版信息

Contemp Clin Trials. 2023 Jan;124:107010. doi: 10.1016/j.cct.2022.107010. Epub 2022 Nov 15.

Abstract

Over 70% of men are overweight, and most desire weight loss; however, men are profoundly underrepresented in weight loss programs. Gamification represents a novel approach to engaging men and may enhance efficacy through two means: (1) game-based elements (e.g., streaks, badges, team-based competition) to motivate weight control behaviors and (2) arcade-style "neurotraining" to enhance neurocognitive capacities to resist the temptation of unhealthy foods and more automatically select healthy foods. This study will use a 2 × 2 factorial design to examine the independent and combinatory efficacy of gamification and inhibitory control training (ICT). Men with overweight/obesity (N = 228) will receive a 12-month mobile weight loss program that incorporates behavioral weight loss strategies (e.g., self-monitoring, goal setting, stimulus control). Men will be randomly assigned to a non-gamified or gamified version, and an active or sham ICT. A game design company will create the program, with input from a male advisory panel. Aims of the project are to test whether a gamified (versus non-gamified) weight loss program and/or ICT (versus sham) promotes greater improvements in weight, diet, and physical activity; whether these treatment factors have combinatory or synergistic effects; to test whether postulated mechanisms of action (increased engagement, for gamification, and inhibitory control, for ICT) mediate treatment effects; and whether baseline gameplay frequency and implicit preferences for ICT-targeted foods moderate effects. It is hoped this study will contribute to improved mHealth programs for men and enhance our understanding of the impact of gamified elements and neurocognitive training on weight control.

摘要

超过 70%的男性超重,大多数男性都希望减轻体重;然而,男性在减肥计划中代表性严重不足。游戏化是一种吸引男性的新方法,它可以通过两种方式提高效果:(1)基于游戏的元素(例如,连胜、徽章、团队竞赛)来激励体重控制行为,(2)街机风格的“神经训练”来增强抵抗不健康食物的诱惑和更自动选择健康食物的神经认知能力。本研究将采用 2×2 析因设计来检验游戏化和抑制控制训练(ICT)的独立和组合效果。超重/肥胖男性(N=228)将接受为期 12 个月的移动减肥计划,该计划将纳入行为减肥策略(例如,自我监测、目标设定、刺激控制)。男性将被随机分配到非游戏化或游戏化版本,以及主动或假 ICT。一家游戏设计公司将在男性顾问小组的参与下创建该程序。该项目的目的是测试游戏化(与非游戏化相比)减肥计划和/或 ICT(与假相比)是否能促进体重、饮食和身体活动的更大改善;这些治疗因素是否具有组合或协同作用;测试假设的作用机制(游戏化的参与度增加,ICT 的抑制控制增加)是否介导治疗效果;以及基线游戏频率和对 ICT 靶向食物的内隐偏好是否调节效果。希望本研究能为男性提供更好的移动健康计划,并增强我们对游戏化元素和神经认知训练对体重控制的影响的理解。

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