Engaging men in weight loss with a game-based mHealth and neurotraining program
通过基于游戏的移动健康和神经训练计划让男性参与减肥
基本信息
- 批准号:10366287
- 负责人:
- 金额:$ 65.98万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2021
- 资助国家:美国
- 起止时间:2021-09-28 至 2026-08-31
- 项目状态:未结题
- 来源:
- 关键词:AddressAdvertisingBehaviorBehavioralBeveragesBody Weight decreasedBody mass indexBrainCalibrationCaloriesConsumptionCounselingDietDietary intakeEatingEducationEducational workshopElementsEnrollmentEventFeedbackFeminineFoodFrequenciesHigh PrevalenceHourImageryIndividualInvestmentsLinkMasculineMeatMechanicsMediator of activation proteinMen&aposs RoleMobile Health ApplicationMonitorMotivationMusicObesityOutcomeOverweightParticipantPhysical activityPlayRandomizedRewardsSamplingSelf-DirectionSportsSurveysTestingTrainingUnited StatesVideo GamesWeightWomanWorkattentional controlbasebehavior changedesigndietarydigitalefficacy evaluationgender disparityimprovedinnovationinterestmHealthmalemenmobile applicationnovelpeerpreferenceprimary outcomeprogramsrecruitreinforcerresponserole modelsecondary outcomeself helpsuccesssugarusabilityweight loss program
项目摘要
Abstract
Men in the United States have an exceptionally high prevalence of overweight and obesity, i.e., 71.3%, and
42% of men are currently attempting weight loss. However, men are dramatically underrepresented in weight
loss programs. Men find conventional weight loss program (i.e., group-based, education and counseling-
orientated, dietary/calorie-focused) unappealing because they involve receiving counseling, focus on replacing
“masculine” foods (e.g., meat) with “feminine” ones (e.g., salad), and provide minimal personalization or
autonomy. As such, attempts have been made to increase recruitment and appeal through targeted
recruitment and adaptations to standard weight loss programs. However, these efforts have been
disappointing. Mobile applications (mHealth apps) have attractive features, but have low male enrollment and
poor efficacy as conventionally delivered. A gamified mHealth program offers the possibility of engaging men
and enhancing efficacy given that (1) video gaming is highly appealing to men; (2) gamification features (e.g.,
digital rewards for attaining “streaks” and milestones, competition) are known enhance enjoyment and
motivation and facilitate desired behaviors; and (3) “neurotraining” video games featuring repetitive action
mechanics, adaptive difficulty, and feedback can train inhibitory control, a basic brain capacity to inhibit
intrinsically-generated approach responses that is strongly linked to body mass and the consumption of high-
calorie foods. Inhibitory control training (ICT) games have been successful at reducing consumption of targeted
foods/beverages and improving short-term weight loss. For instance, in our preliminary work we demonstrated
that a weight loss workshop plus a short, daily ICT produced greater weight loss for individuals with higher-
than-average implicit preferences for high-sugar foods, compared to a robust attention control (i.e., the
workshop plus a sham training), and we found that adding gamification elements (e.g., story, music, levels) to
a rudimentary game produced additional 8-week weight loss for men (4.1% vs 2.5%). This project extends
previous work by evaluating the independent effects of gamification and ICT on long-term engagement and
outcomes. As such, 243 men with BMI ≥ 25 will be recruited, with 15 participating in usability testing and 228
assigned to a 12-month mHealth weight loss program that prescribes digital self-monitoring and dietary and
physical activity targets. Utilizing an efficient 2 x 2 factorial design, participants will be randomized to receive
either a standard or fully-gamified program, comprised of a behavior change program featuring team-based
competition, and digital reinforcers for attainment of streaks and milestones, and also randomized to receive
either sham or active inhibitory control neurotraining. Aims include evaluating the efficacy of gamification and
ICTon weight loss, diet and physical activity at 12 months, as well as evaluating hypothesized mediators
(engagement and inhibitory control) and moderators (baseline frequency of video game play and implicit
preferences for ICT-targeted foods).
抽象的
美国男性超重和肥胖的患病率异常高,即 71.3%,
42% 的男性目前正在尝试减肥。然而,男性在体重方面的代表性严重不足
损失计划。男性发现传统的减肥计划(即基于团体的、教育和咨询-
以饮食/卡路里为导向)没有吸引力,因为它们涉及接受咨询,专注于替代
“男性化”食物(例如肉类)与“女性化”食物(例如沙拉),并提供最低限度的个性化或
自治。因此,已尝试通过有针对性的方式增加招募和吸引力
标准减肥计划的招募和调整。然而,这些努力已经
令人失望。移动应用程序(移动医疗应用程序)具有吸引人的功能,但男性入学率较低,而且
传统治疗效果不佳。游戏化移动医疗计划提供了吸引男性参与的可能性
并提高效率,因为 (1) 电子游戏对男性极具吸引力; (2) 游戏化特征(例如,
众所周知,获得“连胜”和里程碑、竞争的数字奖励可以增强乐趣和
动机并促进期望的行为; (3) 具有重复动作的“神经训练”视频游戏
力学、适应性难度和反馈可以训练抑制控制,这是一种基本的大脑抑制能力
内在产生的接近反应与体重和高能量消耗密切相关
卡路里食物。抑制控制训练 (ICT) 游戏已成功减少目标物质的消耗
食品/饮料和改善短期减肥。例如,在我们的前期工作中,我们证明了
减肥研讨会加上简短的每日信息通信技术可以为体重较高的个人带来更大的减肥效果
与强大的注意力控制相比,对高糖食物的隐性偏好高于平均水平(即
研讨会加假训练),我们发现添加游戏化元素(例如故事、音乐、关卡)
一项简单的游戏使男性在 8 周内额外减轻了体重(4.1% vs 2.5%)。该项目延伸
之前的工作通过评估游戏化和信息通信技术对长期参与的独立影响和
结果。因此,将招募 243 名 BMI ≥ 25 的男性,其中 15 名参加可用性测试,228 名参加可用性测试。
被分配参加为期 12 个月的移动健康减肥计划,该计划规定数字自我监测和饮食习惯
身体活动目标。利用高效的 2 x 2 因子设计,参与者将被随机分配接受
标准或完全游戏化的计划,由基于团队的行为改变计划组成
竞争,以及数字强化物以实现连胜和里程碑,并随机接受
假手术或主动抑制控制神经训练。目的包括评估游戏化的功效和
ICTon 12 个月时的体重减轻、饮食和身体活动,以及评估假设的中介因素
(参与和抑制控制)和调节者(视频游戏玩的基线频率和隐含的
对 ICT 食品的偏好)。
项目成果
期刊论文数量(0)
专著数量(0)
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会议论文数量(0)
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Evan M Forman其他文献
Evan M Forman的其他文献
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{{ truncateString('Evan M Forman', 18)}}的其他基金
Using Artificial Intelligence to Optimize Delivery of Weight Loss Treatment
使用人工智能优化减肥治疗的实施
- 批准号:
10400867 - 财政年份:2021
- 资助金额:
$ 65.98万 - 项目类别:
Engaging men in weight loss with a game-based mHealth and neurotraining program
通过基于游戏的移动健康和神经训练计划让男性参与减肥
- 批准号:
10704073 - 财政年份:2021
- 资助金额:
$ 65.98万 - 项目类别:
Using Artificial Intelligence to Optimize Delivery of Weight Loss Treatment
使用人工智能优化减肥治疗的实施
- 批准号:
10210830 - 财政年份:2021
- 资助金额:
$ 65.98万 - 项目类别:
Using Artificial Intelligence to Optimize Delivery of Weight Loss Treatment
使用人工智能优化减肥治疗的实施
- 批准号:
10627764 - 财政年份:2021
- 资助金额:
$ 65.98万 - 项目类别:
Engaging men in weight loss with a game-based mHealth and neurotraining program
通过基于游戏的移动健康和神经训练计划让男性参与减肥
- 批准号:
10491339 - 财政年份:2021
- 资助金额:
$ 65.98万 - 项目类别:
Mindfulness and acceptance-based interventions for obesity: Using a factorial design to identify the most effective components
基于正念和接受的肥胖干预措施:使用因子设计来确定最有效的组成部分
- 批准号:
10429914 - 财政年份:2019
- 资助金额:
$ 65.98万 - 项目类别:
Mindfulness and acceptance-based interventions for obesity: Using a factorial design to identify the most effective components
基于正念和接受的肥胖干预措施:使用因子设计来确定最有效的组成部分
- 批准号:
9762330 - 财政年份:2019
- 资助金额:
$ 65.98万 - 项目类别:
Mindfulness and acceptance-based interventions for obesity: Using a factorial design to identify the most effective components
基于正念和接受的肥胖干预措施:使用因子设计来确定最有效的组成部分
- 批准号:
10627997 - 财政年份:2019
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$ 65.98万 - 项目类别:
Reducing Cancer Risk by Training Response Inhibition to Obesogenic Foods
通过训练抑制致肥胖食物的反应来降低癌症风险
- 批准号:
8958614 - 财政年份:2015
- 资助金额:
$ 65.98万 - 项目类别:
Reducing Cancer Risk by Training Response Inhibition to Obesogenic Foods
通过训练抑制致肥胖食物的反应来降低癌症风险
- 批准号:
9105727 - 财政年份:2015
- 资助金额:
$ 65.98万 - 项目类别:
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