心理干预
能力(人力资源)
随机对照试验
物理疗法
医学
体力活动
干预(咨询)
自治
心理学
内科学
护理部
社会心理学
政治学
法学
作者
Linqi Xu,Qian Tong,Xuan Zhang,Tianzhuo Yu,Xiaoqian Lian,Tianyue Yu,Maarten Falter,Martijn Scherrenberg,Toshiki Kaihara,Sevda Ece Kizilkilic,Hanne Kindermans,Paul Dendale,Feng Li
标识
DOI:10.1177/1357633x221150943
摘要
Introduction Despite proven benefits, patients with coronary heart disease (CHD) typically fail to participate in sufficient physical activity (PA). Effective interventions should be implemented to help patients maintain a healthy lifestyle and modify their present behavior. Gamification is the use of game design features (such as points, leaderboards, and progress bars) to improve motivation and engagement. It shows the potential for encouraging patients to engage in PA. However, empirical evidence on the efficacy of such interventions among patients with CHD is still emerging. Purpose The aim of the study is to explore whether a smartphone-based gamification intervention could increase PA participation and other physical and psychological outcomes in CHD patients. Methods Participants with CHD were randomly assigned to three groups (control group, individual group, and team group). The individual and team groups received gamified behavior intervention based on behavioral economics. The team group combined gamified intervention with social interaction. The intervention lasted for 12 weeks, and the follow-up was12 weeks. The primary outcomes included the change in daily steps and the proportion of patient days that step goals were achieved. The secondary outcomes included competence, autonomy, relatedness, and autonomous motivation. Results For the individual group, smartphone-based gamification intervention significantly increased PA among CHD patients over the 12-week period (step count difference 988; 95% CI 259−1717; p < 0.01) and had a good maintenance effect during the follow-up period (step count difference 819; 95% CI 24−1613; p < 0.01). There are also significant differences in competence, autonomous motivation, body mass index (BMI), and waist circumference in 12 weeks between the control group and individual group. For the team group, gamification intervention with collaboration didn't result in significant increases in PA. But patients in this group had a significant increase in competence, relatedness, and autonomous motivation. Conclusion A smartphone-based gamification intervention was proven to be an effective way to increase motivation and PA engagement, with a substantial maintenance impact (Chinese Clinical Trial Registry Identifier: ChiCTR2100044879).
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