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基于生活方式改变的游戏化数字干预(iGAME)在二级预防中的有效性:一项随机对照试验方案。

Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial.

机构信息

Departamento de Fisioterapia, Universidad de Malaga, Andalucia Tech, Malaga, España

Instituto de Investigacion Biomédica de Málaga (IBIMA), Malaga, España.

出版信息

BMJ Open. 2023 Jun 14;13(6):e066669. doi: 10.1136/bmjopen-2022-066669.

Abstract

INTRODUCTION

Combating physical inactivity and reducing sitting time are one of the principal challenges proposed by public health systems. Gamification has been seen as an innovative, functional and motivating strategy to encourage patients to increase their physical activity (PA) and reduce sedentary lifestyles through behaviour change techniques (BCT). However, the effectiveness of these interventions is not usually studied before their use. The main objective of this study will be to analyse the effectiveness of a gamified mobile application (iGAME) developed in the context of promoting PA and reducing sitting time with the BCT approach, as an intervention of secondary prevention in sedentary patients.

METHODS AND ANALYSIS

A randomised clinical trial will be conducted among sedentary patients with one of these conditions: non-specific low back pain, cancer survivors and mild depression. The experimental group will receive a 12-week intervention based on a gamified mobile health application using BCT to promote PA and reduce sedentarism. Participants in the control group will be educated about the benefits of PA. The International Physical Activity Questionnaire will be considered the primary outcome. International Sedentary Assessment Tool, EuroQoL-5D, MEDRISK Instruments and consumption of Health System resources will be evaluated as secondary outcomes. Specific questionnaires will be administered depending on the clinical population. Outcomes will be assessed at baseline, at 6 weeks, at the end of the intervention (12 weeks), at 26 weeks and at 52 weeks.

ETHICS AND DISSEMINATION

The study has been approved by the Portal de Ética de la Investigación Biomédica de Andalucía Ethics Committee (RCT-iGAME 24092020). All participants will be informed about the purpose and content of the study and written informed consent will be completed. The results of this study will be published in a peer-reviewed journal and disseminated electronically and in print.

TRIAL REGISTRATION NUMBER

NCT04019119.

摘要

简介

对抗身体活动不足和减少久坐时间是公共卫生系统提出的主要挑战之一。游戏化已被视为一种创新、实用和激励策略,通过行为改变技术(BCT)鼓励患者增加身体活动(PA)并减少久坐的生活方式。然而,在使用这些干预措施之前,通常不会对其效果进行研究。本研究的主要目的将分析一种基于促进 PA 和减少久坐时间的 BCT 方法开发的游戏化移动应用程序(iGAME)的有效性,作为对久坐患者的二级预防干预措施。

方法和分析

将在患有以下疾病之一的久坐患者中进行一项随机临床试验:非特异性腰痛、癌症幸存者和轻度抑郁症。实验组将接受基于使用 BCT 促进 PA 和减少久坐的游戏化移动健康应用程序的 12 周干预。对照组的参与者将接受关于 PA 益处的教育。国际体力活动问卷将被视为主要结果。国际久坐评估工具、EuroQoL-5D、MEDRISK 仪器和卫生系统资源的消耗将被评估为次要结果。根据临床人群,将进行特定的问卷调查。结果将在基线、6 周、干预结束时(12 周)、26 周和 52 周进行评估。

伦理和传播

该研究已获得安达卢西亚生物医学研究伦理门户伦理委员会(RCT-iGAME 24092020)的批准。将向所有参与者告知研究的目的和内容,并完成书面知情同意书。本研究的结果将发表在同行评议的期刊上,并以电子和印刷形式传播。

试验注册号

NCT04019119。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6e91/10277100/62d6f405e29b/bmjopen-2022-066669f01.jpg

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