@文章{信息:doi/10.2196/33089,作者="Maddison, Ralph和Baghaei, Nilufar和Calder, Amanda和Murphy, Rinki和Parag, Varsha和Heke, Ihirangi和Dobson, Rosie和Marsh, Samantha",标题="使用游戏提高2型糖尿病风险9-16岁青少年健康生活方式知识的可行性:试验随机控制试验",期刊="JMIR Form Res",年="2022",月="Jun",日="17",卷="6",数="6",页="e33089",关键词="儿童健康;糖尿病;2型糖尿病;实验游戏;背景:手机游戏是促进儿童健康的有效激励工具。目的:我们旨在确定两种原型严肃游戏对健康的比较使用,并评估它们对9-16岁2型糖尿病(T2D)风险青年健康生活方式知识的影响。方法:采用三臂平行随机对照试验,确定两种严肃游戏的可行性和初步有效性。可行性方面包括招募人员、参与者对游戏的态度、参与者在家玩游戏的时间,以及游戏对健康生活方式和T2D知识的影响。参与者被分配玩糖尿病跳台游戏(n=7)、阿里和朋友(n=8)或对照游戏(n=8)。所有参与者在基线时、游戏结束后立即和游戏结束后4周完成了健康生活方式和T2D知识问卷。 Game attitudes and preferences were also assessed. The primary outcome was the use of the game (specifically, the number of minutes played over 4 weeks). Results: In terms of feasibility, we were unable to recruit our target of 60 participants. In total, 23 participants were recruited. Participants generally viewed the games positively. There were no statistical differences in healthy lifestyle knowledge or diabetes knowledge over time or across games. Only 1 participant accessed the game for an extended period, playing the game for a total of 33 min over 4 weeks. Conclusions: It was not feasible to recruit the target sample for this trial. The 2 prototype serious games were unsuccessful at sustaining long-term game play outside a clinic environment. Based on positive participant attitudes toward the games, it is possible to use these games or similar games as short-term stimuli to engage young people with healthy lifestyle and diabetes knowledge in a clinic setting; however, future research is required to explore this area. Trial Registration: Australia New Zealand Clinical Trials Registry ACTRN12619000380190; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=377123 ", issn="2561-326X", doi="10.2196/33089", url="https://formative.www.mybigtv.com/2022/6/e33089", url="https://doi.org/10.2196/33089", url="http://www.ncbi.nlm.nih.gov/pubmed/35713955" }
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