Adaptation of a health game for adults over 50 and examination of its acceptability, feasibility, and preliminary impact when implemented with a nutrition education intervention

Q3 Nursing Gerontechnology Pub Date : 2023-03-17 DOI:10.4017/gt.2023.22.1.809.05
L. Ruggiero, Perla Chebli, Saja Q Froukh, A. Castillo, Erica D. Seltzer, A. Odoms-Young
{"title":"Adaptation of a health game for adults over 50 and examination of its acceptability, feasibility, and preliminary impact when implemented with a nutrition education intervention","authors":"L. Ruggiero, Perla Chebli, Saja Q Froukh, A. Castillo, Erica D. Seltzer, A. Odoms-Young","doi":"10.4017/gt.2023.22.1.809.05","DOIUrl":null,"url":null,"abstract":"Background: Diabetes impacts greater than 37 million people in the United States. Adults over 45 years, racial-ethnic minorities, and those who are overweight or obese are at increased risk for type 2 diabetes mellitus (T2DM). Digital health games offer one innovative opportunity to engage, educate, and motivate adults at risk for T2DM about healthy lifestyle changes. Objective : Describe the adaptation of an educational exergame for adults over 50 and examine feasibility, acceptability, and implementation within a health education intervention in African American adults at risk for T2DM. Method : Mixed methods were used: exploratory adaptation phase involving expert inter-views and constituent focus groups; a randomized two-group (nutrition workshop alone vs workshop plus game) pilot exploring adherence and preliminary outcomes (i.e., eating habits, physical activity level, body mass index); and a post-gameplay explanatory component examining acceptability and feasibility. Results : Exploratory phase findings identified areas for game adaptation, such as modifying graphics and adjusting movement to user preferences and abilities. The pilot sample included 24 African American women with T2DM risk factors (Mean age = 63.1). Preliminary outcomes suggest pre-post intervention changes in the direction of improvement for both groups; however, there were no statistically significant differences between groups. Intervention adherence was slightly higher for the game-plus workshop group. Accept-ability and feasibility feedback of the game was generally positive. Conclusion: Constituent and expert input helped inform game adaptation. Preliminary outcomes and acceptability/feasibility feedback of game implementation within a health education intervention showed promise in engaging adults over 50 with T2DM risk factors about topics of healthy eating and physical activity. Continued research is suggested to develop/adapt health games to promote healthy lifestyle change in diverse older adults (e.g., adults over 65; racial-ethnic minority groups;) and to conduct large-scale studies to evaluate the impact of health games in diverse groups and settings.","PeriodicalId":38859,"journal":{"name":"Gerontechnology","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-03-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Gerontechnology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4017/gt.2023.22.1.809.05","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Nursing","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Diabetes impacts greater than 37 million people in the United States. Adults over 45 years, racial-ethnic minorities, and those who are overweight or obese are at increased risk for type 2 diabetes mellitus (T2DM). Digital health games offer one innovative opportunity to engage, educate, and motivate adults at risk for T2DM about healthy lifestyle changes. Objective : Describe the adaptation of an educational exergame for adults over 50 and examine feasibility, acceptability, and implementation within a health education intervention in African American adults at risk for T2DM. Method : Mixed methods were used: exploratory adaptation phase involving expert inter-views and constituent focus groups; a randomized two-group (nutrition workshop alone vs workshop plus game) pilot exploring adherence and preliminary outcomes (i.e., eating habits, physical activity level, body mass index); and a post-gameplay explanatory component examining acceptability and feasibility. Results : Exploratory phase findings identified areas for game adaptation, such as modifying graphics and adjusting movement to user preferences and abilities. The pilot sample included 24 African American women with T2DM risk factors (Mean age = 63.1). Preliminary outcomes suggest pre-post intervention changes in the direction of improvement for both groups; however, there were no statistically significant differences between groups. Intervention adherence was slightly higher for the game-plus workshop group. Accept-ability and feasibility feedback of the game was generally positive. Conclusion: Constituent and expert input helped inform game adaptation. Preliminary outcomes and acceptability/feasibility feedback of game implementation within a health education intervention showed promise in engaging adults over 50 with T2DM risk factors about topics of healthy eating and physical activity. Continued research is suggested to develop/adapt health games to promote healthy lifestyle change in diverse older adults (e.g., adults over 65; racial-ethnic minority groups;) and to conduct large-scale studies to evaluate the impact of health games in diverse groups and settings.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
针对50岁以上成年人的健康游戏改编,并检查其可接受性、可行性,以及在营养教育干预下实施的初步影响
背景:在美国,糖尿病影响着超过3700万人。45岁以上的成年人、少数民族和超重或肥胖的人患2型糖尿病(T2DM)的风险增加。数字健康游戏提供了一个创新的机会来参与、教育和激励有患2型糖尿病风险的成年人改变健康的生活方式。目的:描述一项针对50岁以上成年人的教育活动的适应性,并检查在有2型糖尿病风险的非裔美国成年人中进行健康教育干预的可行性、可接受性和实施情况。方法:采用混合方法:探索性适应阶段包括专家访谈和组织焦点小组;随机两组试验(营养工作坊单独vs工作坊加游戏),探索依从性和初步结果(即饮食习惯、身体活动水平、体重指数);游戏玩法后的解释性组件检查可接受性和可行性。结果:探索阶段的发现确定了游戏调整的领域,如修改图像和根据用户偏好和能力调整移动。试点样本包括24名具有2型糖尿病危险因素的非裔美国妇女(平均年龄= 63.1岁)。初步结果表明,干预前后两组患者的改善方向发生了变化;然而,组间无统计学差异。游戏加工作坊组的干预依从性略高。游戏的可接受性和可行性反馈总体上是积极的。结论:成分和专家输入有助于游戏适应。健康教育干预中游戏实施的初步结果和可接受性/可行性反馈表明,有希望吸引50岁以上有2型糖尿病危险因素的成年人参与健康饮食和体育活动的主题。建议继续研究开发/调整健康游戏,以促进不同老年人(例如,65岁以上的成年人;进行大规模研究,以评估健康游戏在不同群体和环境中的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Gerontechnology
Gerontechnology Nursing-Gerontology
CiteScore
1.00
自引率
0.00%
发文量
260
期刊最新文献
Older adults’ awareness, motivation, and behavior changes by wearable activity trackers before and during the COVID-19 pandemic Older adults’ awareness, motivation, and behavior changes by wearable activity trackers before and during the COVID-19 pandemic Digital divide: Knowledge, attitudes and practices toward mobile phone and apps use among Indonesian older adults residing in a megapolitan city Aging, artificial intelligence, and the built environment in smart cities: Ethical considerations Understanding the needs of older adults learning to use digital home assistants: A demonstration study
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1