A social media game to increase physical activity among older adult women
A social media game to increase physical activity among older adult women
批准号:
9913000
负责人:
Elizabeth J. Lyons
金额:
$39.87万
依托单位国家:
美国
项目类别:
财政年份:
2019
资助国家:
美国
项目状态:
已结题
起止时间:
2019-09-30 至 2024-05-31
关键词:
AccelerometerAddressAdherenceAdvocateAffectAgeAnimalsAppearanceBehaviorCanis familiarisDatabasesDevelopmentDevicesDisciplineElderlyEnsureExerciseFacebookFeasibility StudiesFeelingFelis catusFrequenciesGoalsHealthHealth StatusInternetInterventionIntervention TrialKnowledgeLightMaintenanceMeasuresMediationMental HealthMethodsMonitorMotivationNeighborhoodsOutcomeParticipantPhotographyPhysical activityPlant RootsPlayPopulationPopulations at RiskPrivatizationProcessPublic HealthRandomizedRecommendationRegulationResearchResearch PersonnelRiskSelf DeterminationSocial NetworkSquirrelSystemTechniquesTechnologyTestingTextThinkingTimeWalkingWomanactigraphyactive controlagedattentional controlbasebehavior changebehavioral outcomeclinical practicecognitive interviewfitnessfunctional declinegame developmenthandheld mobile devicehealthy agingimprovedinnovationinterestmHealthmenmortalitymotivational interventionolder womenphysical conditioningpilot trialpost interventionprimary outcomepsychological outcomespublic health relevancerecruitsedentarysocial mediatechnology developmenttheorieswearable device
中文摘要
项目总结
老年女性因体力活动不足(PA)而产生负面后果的风险是独一无二的。移动医疗
使用可穿戴活动监测器的干预措施显示出增加PA步行的希望,但
随着时间的推移,对PA建议的遵守程度急剧下降。要提高对此风险的遵守程度
我们建议测试一种构建移动医疗设备和应用程序的创新方法。而不是
更典型的纠正性框架,庆祝框架集中在目标行为的积极方面。这
这种方法植根于自我决定理论,该理论认为自主规则(动机)
与享受、身份和价值观相关)比受控的规则更能有效地预测行为。
我们建议使用社交网络活动游戏来强调散步PA的一些有趣的方面
并与老年妇女的身份和价值观有关,从而增加了她们对PA和In的自主调节
改变PA的粘附性。挑战研究(健康老龄化的挑战:利用参与的限制
基于网络游戏的练习)将由初始子研究和随后的大型随机对照研究组成
干预试验。在子研究期间,我们将对20名老年女性进行认知访谈,以确保
在我们的试运行之后,对游戏的改进是可以接受的。然后,我们将随机选择300名女性(65岁
-85,<;150分钟/天PA,可以访问具有互联网接入和摄像头的移动设备)进入游戏
干预或主动控制。游戏干预的参与者将收到活动监控器和
访问Facebook的私人社交网络群组。在这个小组中,干预主义者每周都会提出挑战
它们被特别设计成遵循庆祝技术和游戏开发的最佳原则
练习。参与者将发布与挑战相关的照片和文本(例如,他们最喜欢的地方的照片
他们的邻居和对他们意味着什么的解释)。干预将持续一年。
被随机分配到对照组的参与者将只接受活动监测器。评估将在基线上进行,
干预中点(6个月)、干预结束(12个月)和6个月维护期(18
月)。主要结果将是使用研究级加速度计客观测量的步数。我们
还将调查社交网络中的激励变量和参与度,以更好地描述
干预对PA产生影响的机制。这个项目有潜力向前推进。
系统发展,博弈论与理论相结合的研究、理论和实践
结构,以及在公共卫生水平上改善处于独特风险人群的健康的潜力。
英文摘要
PROJECT SUMMARY
Older adult women are at unique risk for negative outcomes of insufficient physical activity (PA). Mobile health
interventions using wearable activity monitors have shown promise for increasing walking for PA, but
adherence to PA recommendations declines sharply over time. To improve adherence in this at-risk
population, we propose to test an innovative method of framing mobile health devices and apps. As opposed to
the more typical corrective frame, a celebratory frame focuses on positive aspects of the target behavior. This
approach is rooted in Self-Determination Theory, which posits that autonomous regulations (motivations
related to enjoyment, identity, and values) are more powerful predictors of behavior than controlled regulations.
We propose to use a socially networked active game to emphasize aspects of walking PA that are enjoyable
and related to older womens' identity and values, thus increasing their autonomous regulation for PA and in
turn PA adherence. The CHALLENGE study (Challenges for Healthy Aging: Leveraging Limits for Engaging
Networked Game-based Exercise) will consist of an initial sub-study followed by a large randomized controlled
intervention trial. During the sub-study, we will conduct cognitive interviews among 20 older women to ensure
that refinements to the game after our pilot trials are acceptable. Then, we will randomize 300 women (aged 65
– 85, <150 minutes/day PA, with access to a mobile device with Internet access and a camera) into the game
intervention or to an active control. Participants in the game intervention will receive an activity monitor and
access to a private Facebook social network group. In the group, interventionists will post challenges weekly
that are specifically framed to follow principles of celebratory technology and game development best
practices. Participants will post photos and text related to the challenges (e.g., photos of their favorite place in
their neighborhood and an explanation of what it means to them). The intervention will continue for one year.
Participants randomized to the control will receive only the activity monitor. Assessments will occur at baseline,
intervention midpoint (6 months), intervention end (12 months), and after a 6-month maintenance period (18
months). The primary outcome will be steps, measured objectively using research-grade accelerometers. We
will also investigate motivational variables and engagement in the social network, to better characterize the
mechanisms through which the intervention impacts PA. This project has the potential to move forward
research, theory, and practice due to its systematic development, integration of game principles and theoretical
constructs, and potential to improve health of a population at unique risk at a public health level.
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会议论文
A social media game to increase physical activity among older adult women
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批准号:10020326
-
项目类别:
-
资助金额:$36.64万
-
财政年份:2019
-
负责人:Elizabeth J. Lyons
-
依托单位:
A social media game to increase physical activity among older adult women
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批准号:10221584
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项目类别:
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资助金额:$36.64万
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财政年份:2019
-
负责人:Elizabeth J. Lyons
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依托单位:
A social media game to increase physical activity among older adult women
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批准号:10471440
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项目类别:
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资助金额:$33.61万
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财政年份:2019
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负责人:Elizabeth J. Lyons
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依托单位:
A social media game to increase physical activity among older adult women
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批准号:10651810
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项目类别:
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资助金额:$33.61万
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财政年份:2019
-
负责人:Elizabeth J. Lyons
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依托单位:
海外基金