GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth with Psychiatric Diagnoses
GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth with Psychiatric Diagnoses
批准号:
10704826
负责人:
April Boleyn Bowling
金额:
$3.8万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2022
资助国家:
美国
项目状态:
已结题
起止时间:
2022-03-07 至 2024-12-31
关键词:
AddressAffectCharacteristicsCommunitiesEffectivenessEmerging TechnologiesEthnic OriginEvidence based interventionGender IdentityGoalsGrantGuidelinesHabitsHealthHealth behaviorInterventionMental disordersMonitorMotivationOutcomeParentsParticipantPerceptionPhysical activityPlayPopulationPsychiatric DiagnosisRaceRandomizedSleepTechnologyTestingText MessagingTrainingVideo RecordingYouthbehavior changecareercomparison groupdigital interventiondisabilityethnic identityexercise interventionexergameimprovedintersectionalityintervention participantsnew technologyparent grantracial identitysedentarysleep behaviortechnology platformtelehealththerapy design
中文摘要
项目摘要
运动已被证明是一种有效的方式,以增加身体活动的久坐不动的年轻人,
包括那些患有神经发育和精神健康障碍的人。然而,游戏技术是
沿着变化的是各种各样的游戏。之前测试过的游戏
干预措施通常会停止,新的技术平台和游戏正在出现;这种不断发展的
Exergaming技术的前景严重影响了循证干预措施。了解如何
基于运动游戏的身体活动干预的组成部分影响青少年的参与,
精神疾病可能导致改变这些干预措施在不同社区的整合方式。
然而,不幸的是,人们对如何评估现有和
基于交叉参与者特征的新兴技术,特别是在人群中,
在行为改变研究中的代表性不足因此,我们的目标是探索交叉的影响,
正在进行的干预活动的特征(残疾、种族/民族、性别认同)
GamerFit exergaming和远程医疗教练研究(父母R21补助金)。GamerFit研究(父R21)将
随机分配60名至少患有一种PD的参与者,其中30名使用GamerFit应用程序进行每周远程医疗
指导课程和30使用商业健康习惯应用程序作为比较组。GamerFit应用程序
将提供一个菜单的exergames,渐进式PA和睡眠计划,综合自我监测,预-
录制视频,解决健康的PA和睡眠习惯,以及激励短信,以帮助用户满足
PA和睡眠指南超过12周。这项补充研究建议扩大母公司的范围,
具体目标1:了解参与者(n=30干预)
参与者)种族/民族和性别认同与精神病诊断交叉影响参与者
对身体活动障碍和益处、运动游戏和整体干预可接受性的看法,以及
全面介入。具体目标2:探索种族/族裔和性别认同如何相互交织
与精神病诊断,以影响参与者的看法,如何具体exergame组件影响
他们的参与成果(例如,享受、可接受性、可获得性、继续游戏的动机)。的
完成这一拟议的补充项目将产生结果,以提高效率,
达到GamerFit干预,也推进肯尼迪博士的培训和职业目标,成为一个
交叉性、残疾健康和健康行为干预设计和实施方面的专家。
英文摘要
PROJECT SUMMARY
Exergaming has been shown to be an effective way to increase physical activity among sedentary youth,
including those with neurodevelopmental and mental health disorders. However, gaming technology is
constantly changing, along with the types of exergames available. Games that were previously tested in
interventions are routinely discontinued, and new technology platforms and games are emerging; this evolving
landscape of exergaming technology critically impacts evidence-based interventions. Understanding how
components of an exergame-based physical activity intervention affect engagement among youth with
psychiatric disorders may lead to changes in how these interventions are integrated in various communities.
Unfortunately, however, little is known about how to assess accessibility and acceptability of existing and
emerging technology based on intersectional participant characteristics, especially among populations typically
underrepresented in behavior change studies. Therefore, we aim to explore the impact of intersectional
characteristics (disability, race/ethnicity, gender-identity) on intervention engagement within the ongoing
GamerFit exergaming and telehealth coaching study (Parent R21 grant). The GamerFit Study (Parent R21) will
randomize 60 participants with at least one PD, with 30 using the GamerFit app with weekly telehealth
coaching sessions and 30 using a commercial healthy habits app as a comparator group. The GamerFit app
will provide access to a menu of exergames, progressive PA and sleep plan, integrated self-monitoring, pre-
recorded videos addressing healthy PA and sleep habits, and motivational text messages to help users meet
PA and sleep guidelines over 12 weeks. This supplemental study proposes to expand the scope of the parent
grant with the following specific aims: Specific Aim 1: To understand how participants’ (n=30 intervention
participants) racial/ethnic and gender identity intersect with psychiatric diagnoses to affect participant
perceptions of physical activity barriers and benefits, exergaming and overall intervention acceptability, and
overall intervention engagement. Specific Aim 2: To explore how racial/ethnic and gender identity intersect
with psychiatric diagnoses to affect participant perceptions of how specific exergame components influence
their engagement outcomes (e.g., enjoyment, acceptability, accessibility, motivation to continue play). The
completion of this proposed supplemental project will both yield findings to improve the effectiveness and
reach of the GamerFit intervention, and also advance Dr. Kennedy’s training and career goals to become an
expert in intersectionality, disability health, and health behavior intervention design and implementation.
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GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth with Psychiatric Diagnoses
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批准号:10586115
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项目类别:
-
资助金额:$14.44万
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财政年份:2022
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负责人:April Boleyn Bowling
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依托单位:
GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth with Psychiatric Diagnoses
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批准号:10450375
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项目类别:
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资助金额:$25.85万
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财政年份:2022
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负责人:April Boleyn Bowling
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依托单位:
海外基金