Elizabeth Prout Parks, Kelly C Allison, Yasmeen Bruton, Timothy Khalil, Jonathan A Mitchell
{"title":"游戏化促进青少年和肥胖母亲的体育锻炼。","authors":"Elizabeth Prout Parks, Kelly C Allison, Yasmeen Bruton, Timothy Khalil, Jonathan A Mitchell","doi":"10.1123/pes.2023-0053","DOIUrl":null,"url":null,"abstract":"<p><strong>Purpose: </strong>Physical inactivity and sugar-sweetened beverage (SSB) consumption are associated with obesity. Gamification and self-monitoring to promote physical activity in youth is unknown, but evidence of effectiveness is present in adults. This study examined the effects of a gamification intervention on increased steps per day among parent-adolescent dyads with obesity compared with digital self-monitoring and if self-monitored SSB intake differed between these arms.</p><p><strong>Methods: </strong>Youth ages 10-16 years and their mothers (N = 39 pairs), both with obesity, were randomized to a self-monitoring (N = 18) or a self-monitoring plus gamification arm (N = 21) for 9 weeks. The step goal was set and incrementally increased each week and was measured with Fitbit devices. Mixed effects linear regression examined changes in steps and SSB consumption per day, per week by study arm.</p><p><strong>Results: </strong>During run-in, mothers averaged 8317 and youth 7508 steps per day. Compared with self-monitoring alone, gamification did not increase daily steps in mothers or youth beyond baseline levels. On average, SSB intake decreased in mothers by approximately 0.5 servings per day; occurred in both arms and persisted throughout the intervention.</p><p><strong>Conclusion: </strong>Gamification did not promote physical activity levels in mother-youth dyads with obesity. SSB intake declined in mothers with obesity in both study arms.</p>","PeriodicalId":49712,"journal":{"name":"Pediatric Exercise Science","volume":" ","pages":"1-8"},"PeriodicalIF":1.4000,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification to Promote Physical Activity in Youth and Mothers With Obesity.\",\"authors\":\"Elizabeth Prout Parks, Kelly C Allison, Yasmeen Bruton, Timothy Khalil, Jonathan A Mitchell\",\"doi\":\"10.1123/pes.2023-0053\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Purpose: </strong>Physical inactivity and sugar-sweetened beverage (SSB) consumption are associated with obesity. Gamification and self-monitoring to promote physical activity in youth is unknown, but evidence of effectiveness is present in adults. This study examined the effects of a gamification intervention on increased steps per day among parent-adolescent dyads with obesity compared with digital self-monitoring and if self-monitored SSB intake differed between these arms.</p><p><strong>Methods: </strong>Youth ages 10-16 years and their mothers (N = 39 pairs), both with obesity, were randomized to a self-monitoring (N = 18) or a self-monitoring plus gamification arm (N = 21) for 9 weeks. The step goal was set and incrementally increased each week and was measured with Fitbit devices. Mixed effects linear regression examined changes in steps and SSB consumption per day, per week by study arm.</p><p><strong>Results: </strong>During run-in, mothers averaged 8317 and youth 7508 steps per day. Compared with self-monitoring alone, gamification did not increase daily steps in mothers or youth beyond baseline levels. On average, SSB intake decreased in mothers by approximately 0.5 servings per day; occurred in both arms and persisted throughout the intervention.</p><p><strong>Conclusion: </strong>Gamification did not promote physical activity levels in mother-youth dyads with obesity. SSB intake declined in mothers with obesity in both study arms.</p>\",\"PeriodicalId\":49712,\"journal\":{\"name\":\"Pediatric Exercise Science\",\"volume\":\" \",\"pages\":\"1-8\"},\"PeriodicalIF\":1.4000,\"publicationDate\":\"2024-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Pediatric Exercise Science\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1123/pes.2023-0053\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"PEDIATRICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Pediatric Exercise Science","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1123/pes.2023-0053","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"PEDIATRICS","Score":null,"Total":0}
Gamification to Promote Physical Activity in Youth and Mothers With Obesity.
Purpose: Physical inactivity and sugar-sweetened beverage (SSB) consumption are associated with obesity. Gamification and self-monitoring to promote physical activity in youth is unknown, but evidence of effectiveness is present in adults. This study examined the effects of a gamification intervention on increased steps per day among parent-adolescent dyads with obesity compared with digital self-monitoring and if self-monitored SSB intake differed between these arms.
Methods: Youth ages 10-16 years and their mothers (N = 39 pairs), both with obesity, were randomized to a self-monitoring (N = 18) or a self-monitoring plus gamification arm (N = 21) for 9 weeks. The step goal was set and incrementally increased each week and was measured with Fitbit devices. Mixed effects linear regression examined changes in steps and SSB consumption per day, per week by study arm.
Results: During run-in, mothers averaged 8317 and youth 7508 steps per day. Compared with self-monitoring alone, gamification did not increase daily steps in mothers or youth beyond baseline levels. On average, SSB intake decreased in mothers by approximately 0.5 servings per day; occurred in both arms and persisted throughout the intervention.
Conclusion: Gamification did not promote physical activity levels in mother-youth dyads with obesity. SSB intake declined in mothers with obesity in both study arms.
期刊介绍:
Pediatric Exercise Science is a journal committed to enriching the scientific knowledge of exercise during childhood and adolescence. To this end it publishes information that contributes to an understanding of (a) the unique aspects of the physiologic, physical, biochemical, and psychologic responses of children to exercise, (b) the role of exercise in the treatment of pediatric chronic diseases, (c) the importance of physical activity in the prevention of illness and preservation of wellness, and (d) the means by which participation in sports may be made safer and more enjoyable for children and youth. Consideration will be given for publication of work by various methodologies consistent with the scientific approach.
Besides original research, the journal includes review articles, abstracts from other journals, book reviews, and editorial comments. Pediatric Exercise Science encourages the expression of conflicting opinions regarding children and exercise by providing a forum for alternative viewpoints. At the same time it serves as a means of accumulating a base of research information that will allow application of experimental data to clinical practice. The scientific disciplines contributing to this body of knowledge are diverse. Therefore it is the purpose of this journal to provide a common focus for disseminating advances in the science of exercise during childhood. In doing so, the journal allows the opportunity for cross-fertilization of ideas between disciplines that will potentiate the growth of knowledge in this field. Pediatric Exercise Science seeks to stimulate new ideas regarding exercise in children and to increase the awareness of scientists, health care providers, and physical educators of the importance of exercise during childhood.