基于游戏的移动应用程序“MyHeartMate”促进冠心病患者生活方式改变的效果:一项随机对照试验。

IF 3.9 Q1 CARDIAC & CARDIOVASCULAR SYSTEMS European heart journal. Digital health Pub Date : 2023-01-01 DOI:10.1093/ehjdh/ztac069
Robyn Gallagher, Clara K Chow, Helen Parker, Lis Neubeck, David S Celermajer, Julie Redfern, Geoffrey Tofler, Thomas Buckley, Tracy Schumacher, Karice Hyun, Farzaneh Boroumand, Gemma Figtree
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引用次数: 3

摘要

目的:二级预防减少冠心病(CHD)的进展。包括心脏康复在内的传统预防项目很少有人参与,而智能手机应用可能会克服这一点。评估基于游戏的移动应用程序干预(MyHeartMate)对改善心血管危险因素和生活方式行为的影响。方法和结果:2017-2021年悉尼冠心病患者的单盲随机试验。干预组使用MyHeartMate应用程序6个月。共同设计的功能包括患者心脏的化身和通过风险因素工作(跟踪、挑战和测验)获得的代币。对照组接受常规护理。主要结局是自我报告的身体活动[代谢当量(METs),全球身体活动问卷],次要结局包括脂质水平、血压(BP)、体重指数和吸烟。达到预先规定的样本量(n = 390),年龄61.2±11.5岁;男性占82.5%,目前吸烟者占9.2%。在6个月时,调整基线水平,干预组比对照组获得更多的身体活动(中位数差329 MET分钟/周),这在统计学上没有显著意义(95% CI -37.4, 696;P = 0.064)。除了干预中甘油三酯水平较低外,两组间的次要结局无差异[平均差异-0.3 (95% CI -0.5, -0.1 mmoL/L, P = 0.004)]。可接受性高:94.8%的干预参与者通过跟踪锻炼或BP和完成任务参与;26.8%的患者持续治疗≥30天。参与者(n = 14)报告说,该应用程序支持跟踪行为和风险因素,增强和提高自我护理信心,减少焦虑。结论:基于游戏的应用程序被证明对冠心病患者是高度可接受的,但除了甘油三酯水平外,并没有改善危险因素或生活方式行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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The effect of a game-based mobile app 'MyHeartMate' to promote lifestyle change in coronary disease patients: a randomized controlled trial.

Aims: Secondary prevention reduces coronary heart disease (CHD) progression. Traditional prevention programs including cardiac rehabilitation are under-accessed, which smartphone apps may overcome. To evaluate the effect of a game-based mobile app intervention (MyHeartMate) to improve cardiovascular risk factors and lifestyle behaviours.

Methods and results: Single-blind randomized trial of CHD patients in Sydney, 2017-2021. Intervention group were provided the MyHeartMate app for 6 months. Co-designed features included an avatar of the patient's heart and tokens earned by risk factor work (tracking, challenges, and quizzes). The control group received usual care. Primary outcome was self-reported physical activity [metabolic equivalents (METs), Global Physical Activity Questionnaire] and secondary outcomes included lipid levels, blood pressure (BP), body mass index, and smoking. Pre-specified sample size was achieved (n = 390), age 61.2 ± 11.5 years; 82.5% men and 9.2% current smokers. At 6 months, adjusted for baseline levels, the intervention group achieved more physical activity than control (median difference 329 MET mins/wk), which was not statistically significant (95% CI -37.4, 696; P = 0.064). No differences occurred between groups on secondary outcomes except for lower triglyceride levels in the intervention [mean difference -0.3 (95% CI -0.5, -0.1 mmoL/L, P = 0.004)]. Acceptability was high: 94.8% of intervention participants engaged by tracking exercise or BP and completing missions; 26.8% continued to engage for ≥30 days. Participants (n = 14) reported the app supported tracking behaviours and risk factors, reinforcing and improving self-care confidence, and decreasing anxiety.

Conclusion: A game-based app proved highly acceptable for patients with CHD but did not improve risk factors or lifestyle behaviours other than triglyceride levels.

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