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A social media game to increase physical activity among older adult women

A social media game to increase physical activity among older adult women
一款可增加老年女性体力活动的社交媒体游戏
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

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项目成果

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中文摘要
翻译
项目概要 老年女性因体力活动不足 (PA) 而面临负面后果的独特风险。移动健康 使用可穿戴活动监测器进行干预已显示出增加 PA 步行的希望,但是 随着时间的推移,对 PA 建议的遵守程度急剧下降。为了提高这种高风险的依从性 人口,我们建议测试一种构建移动健康设备和应用程序的创新方法。相对于 更典型的纠正框架是庆祝框架,重点关注目标行为的积极方面。这个 这种方法植根于自决理论,该理论认为自主监管(动机) 与享受、身份和价值观相关)是比受控法规更强有力的行为预测因素。 我们建议使用社交网络活跃游戏来强调步行 PA 中令人愉快的方面 并与老年妇女的身份和价值观相关,从而增强她们对 PA 和领域的自主监管 转PA坚持。挑战研究(健康老龄化的挑战:利用限制参与 基于网络游戏的练习)将包括一项初始子研究,随后是一项大型随机对照研究 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 我们的试点试验后对游戏的改进是可以接受的。然后,我们将随机抽取 300 名女性(65 岁 – 85,<150 分钟/天 PA,可以使用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一个活动监视器和 访问私人 Facebook 社交网络群组。在小组中,干预主义者每周都会发布挑战 经过专门设计,最好遵循庆祝技术和游戏开发的原则 做法。参与者将发布与挑战相关的照片和文字(例如,他们最喜欢的地方的照片) 他们的邻居以及这对他们意味着什么的解释)。干预将持续一年。 随机分配到对照组的参与者将仅收到活动监视器。评估将在基线时进行, 干预中点(6 个月)、干预结束(12 个月)以及 6 个月维持期后(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 还将调查动机变量和社交网络的参与度,以更好地描述 干预影响 PA 的机制。该项目有潜力继续推进 由于其系统化的发展、游戏原理与理论的融合,研究、理论和实践 结构,以及在公共卫生层面改善面临独特风险的人群健康的潜力。
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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A social media game to increase physical activity among older adult women
A social media game to increase physical activity among older adult women
A social media game to increase physical activity among older adult women
A social media game to increase physical activity among older adult women
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