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基于智能手机的游戏化干预以增加冠心病患者的身体活动参与度:一项随机对照试验。

Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial.

机构信息

School of Nursing, Jilin University, Changchun, China.

Department of Cardiology, Jessa Hospital, Hasselt, Belgium.

出版信息

J Telemed Telecare. 2024 Oct;30(9):1425-1436. doi: 10.1177/1357633X221150943. Epub 2023 Feb 16.

Abstract

INTRODUCTION

Despite proven benefits, patients with coronary heart disease (CHD) typically fail to participate in sufficient physical activity (PA). Effective interventions should be implemented to help patients maintain a healthy lifestyle and modify their present behavior. Gamification is the use of game design features (such as points, leaderboards, and progress bars) to improve motivation and engagement. It shows the potential for encouraging patients to engage in PA. However, empirical evidence on the efficacy of such interventions among patients with CHD is still emerging.

PURPOSE

The aim of the study is to explore whether a smartphone-based gamification intervention could increase PA participation and other physical and psychological outcomes in CHD patients.

METHODS

Participants with CHD were randomly assigned to three groups (control group, individual group, and team group). The individual and team groups received gamified behavior intervention based on behavioral economics. The team group combined gamified intervention with social interaction. The intervention lasted for 12 weeks, and the follow-up was12 weeks. The primary outcomes included the change in daily steps and the proportion of patient days that step goals were achieved. The secondary outcomes included competence, autonomy, relatedness, and autonomous motivation.

RESULTS

For the individual group, smartphone-based gamification intervention significantly increased PA among CHD patients over the 12-week period (step count difference 988; 95% CI 259-1717;  < 0.01) and had a good maintenance effect during the follow-up period (step count difference 819; 95% CI 24-1613;  < 0.01). There are also significant differences in competence, autonomous motivation, body mass index (BMI), and waist circumference in 12 weeks between the control group and individual group. For the team group, gamification intervention with collaboration didn't result in significant increases in PA. But patients in this group had a significant increase in competence, relatedness, and autonomous motivation.

CONCLUSION

A smartphone-based gamification intervention was proven to be an effective way to increase motivation and PA engagement, with a substantial maintenance impact (Chinese Clinical Trial Registry Identifier: ChiCTR2100044879).

摘要

简介

尽管已证实有益,但冠心病(CHD)患者通常无法参与足够的身体活动(PA)。应实施有效的干预措施,以帮助患者保持健康的生活方式并改变其现有行为。游戏化是指使用游戏设计功能(例如积分、排行榜和进度条)来提高动机和参与度。它显示了鼓励患者参与 PA 的潜力。但是,关于这种干预措施对 CHD 患者的疗效的实证证据仍在不断涌现。

目的

本研究旨在探讨基于智能手机的游戏化干预是否可以增加 CHD 患者的 PA 参与度以及其他身体和心理结果。

方法

将 CHD 患者随机分为三组(对照组、个体组和团队组)。个体组和团队组接受基于行为经济学的游戏化行为干预。团队组将游戏化干预与社交互动相结合。干预持续 12 周,随访 12 周。主要结果包括每日步数的变化和达到目标步数的患者天数比例。次要结果包括能力、自主性、关联性和自主动机。

结果

对于个体组,基于智能手机的游戏化干预在 12 周内显著增加了 CHD 患者的 PA(步数差异 988;95%CI 259-1717;  < 0.01),并且在随访期间具有良好的维持效果(步数差异 819;95%CI 24-1613;  < 0.01)。在 12 周内,对照组和个体组之间在能力、自主动机、体重指数(BMI)和腰围方面也存在显著差异。对于团队组,协作的游戏化干预并未导致 PA 显著增加。但是,该组患者的能力、关联性和自主动机均有显著提高。

结论

基于智能手机的游戏化干预被证明是一种有效提高动机和 PA 参与度的方法,具有显著的维持效果(中国临床试验注册中心标识符:ChiCTR2100044879)。

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