Effect of a Gamified Family-Based Exercise Intervention on Adherence to 24-Hour Movement Behavior Recommendations in Preschool Children: Single-Center Pragmatic Trial.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2025-03-04 DOI:10.2196/60185
Gaizka Legarra-Gorgoñon, Yesenia García-Alonso, Robinson Ramírez-Vélez, Loreto Alonso-Martínez, Mikel Izquierdo, Alicia M Alonso-Martínez
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Abstract

Background: Adherence to 24-hour movement behavior recommendations, including physical activity (PA), sedentary time, and sleep, is essential for the healthy development of preschool children. Gamified family-based interventions have shown the potential to improve adherence to these guidelines, but evidence of their effectiveness among children is limited.

Objective: This study aimed to evaluate the effectiveness of a gamified family-based exercise intervention in promoting adherence to 24-hour movement behavior recommendations among preschool-aged children.

Methods: This 12-week study is a single-center, pragmatic randomized controlled trial that included 80 preschool children (56% boys) and their families, who were randomly assigned to either the gamification group (n=40) or the control group (n=40). The "3, 2, 1 Move on Study" incorporates family-oriented physical activities and gamification techniques to increase PA domains, reduce sedentary behavior, and improve sleep patterns. The primary outcome was to increase moderate to vigorous PA (MVPA) by 5 minutes/day, as measured by accelerometer at follow-up. Accelerometer-determined daily time spent (PA domains, sedentary behavior, and sleep), physical fitness (cardiorespiratory, speed-agility, muscular, physical fitness z-score), basic motor competencies (self-movement and object movement), and executive function (memory, cognitive flexibility, and inhibitory control) were also included as secondary outcomes.

Results: The 71 participants included in the per-protocol analyses (32 girls, 45%; 39 boys, 55%) had a mean (SD) age of 5.0 (0.5) years. Change in MVPA per day after the intervention (12 weeks) increased in both groups by +25.3 (SD 24.6) minutes/day in the gamification group and +10.0 (SD 31.4) minutes/day in the routine care group, but no significant between-group differences were observed (8.62, 95% CI -5.72 to 22.95 minutes/day, ηp2=.025; P=.23). The analysis of secondary outcomes showed significant between-group mean differences in the change in physical behaviors derived from the accelerometers from baseline to follow-up of 26.44 (95% CI 8.93 to 43.94) minutes/day in favor of light PA (ηp2=.138; P=.01) and 30.88 (95% CI 4.36 to 57.41) minutes/day in favor of total PA, which corresponds to a large effect size (ηp2=.087; P=.02). Likewise, the gamification group substantially increased their score in standing long jump and physical fitness z-score from baseline (P<.05).

Conclusions: In the "3, 2, 1 Move on Study," a gamified intervention showed a modest but relevant increase in MVPA and other domains of 24-hour movement behavior among preschool-aged children. Therefore, gamified family-based interventions may provide a viable alternative to improve adherence to 24-hour movement behavior recommendations.

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游戏化家庭运动干预对学龄前儿童24小时运动行为建议依从性的影响:单中心实用试验
背景:坚持24小时运动行为建议,包括身体活动(PA)、久坐时间和睡眠,对学龄前儿童的健康发展至关重要。基于家庭的游戏化干预已显示出提高对这些指导方针的遵守的潜力,但其在儿童中的有效性的证据有限。目的:本研究旨在评估游戏化家庭运动干预在促进学龄前儿童坚持24小时运动行为建议方面的有效性。方法:这项为期12周的研究是一项单中心、实用的随机对照试验,包括80名学龄前儿童(56%为男孩)及其家庭,他们被随机分配到游戏化组(n=40)和对照组(n=40)。“3,2,1 Move on Study”结合了以家庭为导向的体育活动和游戏化技术,以增加PA域,减少久坐行为,改善睡眠模式。主要结局是通过随访时的加速度计测量,将中度至重度PA (MVPA)增加5分钟/天。加速度计确定的每日花费时间(PA域、久坐行为和睡眠)、身体健康(心肺、速度敏捷性、肌肉、身体健康z得分)、基本运动能力(自我运动和物体运动)和执行功能(记忆、认知灵活性和抑制控制)也被纳入次要结果。结果:按方案分析纳入的71名参与者(32名女孩,45%;39名男孩(55%)的平均(SD)年龄为5.0(0.5)岁。干预后(12周),两组每日MVPA变化在游戏化组增加+25.3 (SD 24.6)分钟/天,在常规护理组增加+10.0 (SD 31.4)分钟/天,但组间无显著差异(8.62,95% CI -5.72 ~ 22.95分钟/天,ηp2= 0.025;P = 23)。次要结局分析显示,从基线到随访期间,由加速度计得出的身体行为变化的组间平均差异为26.44分钟/天(95% CI 8.93至43.94),有利于轻度PA (ηp2= 0.138;P= 0.01)和30.88分钟/天(95% CI 4.36 ~ 57.41)有利于总PA,这对应于较大的效应量(ηp2= 0.087;P = .02点)。同样,游戏化组在立定跳远和身体健康z-score方面的得分较基线显著提高(结论:在“3,2,1 Move on Study”中,游戏化干预显示学龄前儿童的MVPA和其他24小时运动行为领域有适度但相关的增加。因此,基于家庭的游戏化干预可能提供一种可行的替代方案,以提高对24小时运动行为建议的依从性。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
Design and Iterative Development of Serious Exergames for Children With Autism Spectrum Disorder: Formative Multiple-Case Pilot Study. Quantifying Slowness in Parkinson Disease Using a Serious Game: Cross-Sectional Study. Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study. Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial. Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study.
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