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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:
10471440
负责人:
Elizabeth J. Lyons
金额:
$33.61万
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

项目摘要

项目成果

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中文摘要
翻译
项目摘要 老年妇女有独特的风险,身体活动不足(PA)的负面结果。移动的健康 使用可穿戴活动监测器的干预措施显示出增加PA步行的前景,但 对巴勒斯坦权力机构建议的遵守率随着时间的推移急剧下降。为了提高这一风险中的依从性, 人口,我们建议测试一种创新的方法框架移动的健康设备和应用程序。而不是 更典型的纠正框架,庆祝框架关注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,自主的规定(动机) 与享受、身份和价值观有关的)是比受控规则更有力的行为预测因素。 我们建议使用一个社会网络的主动游戏,以强调步行PA的方面是愉快的 并与老年妇女的身份和价值观有关,从而增加了她们对PA的自主调节, 转向PA粘附性。挑战研究(健康老龄化的挑战:利用极限参与 网络游戏练习)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名老年妇女进行认知访谈,以确保 在试玩后对游戏进行改进是可以接受的。然后,我们将随机选择300名女性(年龄65岁 - 85,<150分钟/天PA,可使用带互联网接入和摄像头的移动终端进入游戏 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, 访问私人Facebook社交网络组。在小组中,干预者将每周发布挑战 这些都是专门设计来遵循庆祝技术和游戏开发的原则, 实践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 他们的邻居和解释这对他们意味着什么)。干预将持续一年。 随机分配至对照组的受试者将仅接受活动监测器。将在基线时进行评估, 干预中点(6个月)、干预结束(12个月)和6个月维持期后(18 月)。主要成果将是步数,使用研究级加速度计客观测量。我们 还将调查动机变量和社会网络中的参与,以更好地描述 干预措施对巴勒斯坦权力机构的影响。这个项目有潜力向前推进 研究,理论和实践,由于其系统的发展,整合游戏的原则和理论 结构和潜力,以改善在公共卫生水平的独特风险人群的健康。
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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