{"title":"基于智能手机的游戏化干预,提高冠心病患者的体育锻炼参与率:随机对照试验","authors":"Linqi Xu, Qian Tong, Xin Zhang, Tianzhuo Yu, Xiaoqian Lian, Tianyue Yu, Maarten Falter, Martijn Scherrenberg, Toshiki Kaihara, Sevda Ece Kizilkilic, Hanne Kindermans, Paul Dendale, Feng Li","doi":"10.1177/1357633X221150943","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>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.</p><p><strong>Purpose: </strong>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.</p><p><strong>Methods: </strong>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.</p><p><strong>Results: </strong>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; <i>p</i> < 0.01) and had a good maintenance effect during the follow-up period (step count difference 819; 95% CI 24-1613; <i>p</i> < 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.</p><p><strong>Conclusion: </strong>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).</p>","PeriodicalId":50024,"journal":{"name":"Journal of Telemedicine and Telecare","volume":" ","pages":"1425-1436"},"PeriodicalIF":3.5000,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial.\",\"authors\":\"Linqi Xu, Qian Tong, Xin Zhang, Tianzhuo Yu, Xiaoqian Lian, Tianyue Yu, Maarten Falter, Martijn Scherrenberg, Toshiki Kaihara, Sevda Ece Kizilkilic, Hanne Kindermans, Paul Dendale, Feng Li\",\"doi\":\"10.1177/1357633X221150943\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Introduction: </strong>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.</p><p><strong>Purpose: </strong>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.</p><p><strong>Methods: </strong>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.</p><p><strong>Results: </strong>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; <i>p</i> < 0.01) and had a good maintenance effect during the follow-up period (step count difference 819; 95% CI 24-1613; <i>p</i> < 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.</p><p><strong>Conclusion: </strong>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).</p>\",\"PeriodicalId\":50024,\"journal\":{\"name\":\"Journal of Telemedicine and Telecare\",\"volume\":\" \",\"pages\":\"1425-1436\"},\"PeriodicalIF\":3.5000,\"publicationDate\":\"2024-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Telemedicine and Telecare\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1177/1357633X221150943\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2023/2/16 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q1\",\"JCRName\":\"HEALTH CARE SCIENCES & SERVICES\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Telemedicine and Telecare","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1177/1357633X221150943","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/2/16 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0
摘要
导言:尽管冠心病(CHD)患者的益处已得到证实,但他们通常无法参加足够的体力活动(PA)。应实施有效的干预措施,帮助患者保持健康的生活方式并改变他们目前的行为。游戏化是指使用游戏设计功能(如积分、排行榜和进度条)来提高积极性和参与度。它显示出鼓励患者参与 PA 的潜力。目的:本研究旨在探讨基于智能手机的游戏化干预措施能否提高慢性阻塞性肺病患者的体育锻炼参与度及其他生理和心理结果:方法:患有慢性阻塞性肺病的参与者被随机分配到三个小组(对照组、个人组和团队组)。个人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实现步数目标的患者天数比例。次要结果包括能力、自主性、相关性和自主动机:结果:就个人组而言,基于智能手机的游戏化干预在 12 周内显著增加了慢性阻塞性肺病患者的 PA(步数差异 988;95% CI 259-1717;p p 结论:基于智能手机的游戏化干预在 12 周内显著增加了慢性阻塞性肺病患者的 PA:基于智能手机的游戏化干预被证明是提高积极性和PA参与度的有效方法,并具有实质性的维持效果(中国临床试验注册编号:ChiCTR2100044879)。
Smartphone-based gamification intervention to increase physical activity participation among patients with coronary heart disease: A randomized controlled trial.
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; p < 0.01) and had a good maintenance effect during the follow-up period (step count difference 819; 95% CI 24-1613; p < 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).
期刊介绍:
Journal of Telemedicine and Telecare provides excellent peer reviewed coverage of developments in telemedicine and e-health and is now widely recognised as the leading journal in its field. Contributions from around the world provide a unique perspective on how different countries and health systems are using new technology in health care. Sections within the journal include technology updates, editorials, original articles, research tutorials, educational material, review articles and reports from various telemedicine organisations. A subscription to this journal will help you to stay up-to-date in this fast moving and growing area of medicine.