scholarly journals A co-designed active video game for physical activity promotion in people with COPD: Pilot trial (Preprint)

2020 ◽  
Author(s):  
Joshua Simmich ◽  
Allison Mandrusiak ◽  
Stuart Trevor Smith ◽  
Nicole Hartley ◽  
Trevor Glen Russell

BACKGROUND People with chronic obstructive pulmonary disease (COPD) who are less active have lower quality of life, greater risk of exacerbations and greater mortality than those who are more active. The effectiveness of physical activity interventions may be facilitated the addition of game elements to improve engagement. The use of a co-design approach with people with COPD and clinicians as co-designers, may also improve the effectiveness of the intervention. OBJECTIVE The primary aim of this study was to evaluate the feasibility of a co-designed mobile game, by examining the usage of the game, subjective measures of game engagement and adherence to wearing activity trackers. The secondary aim of the study was to estimate the effect of the game on daily steps and daily moderate-to-vigorous physical activity (MVPA). METHODS Participants with COPD who were taking part in the co-design of the active video game (n=9) acted as the experiment group, spending 3 weeks testing the game they helped to develop. Daily steps and MVPA were compared to a control group (n=9) who did not co-design or test the game. RESULTS Most participants (8/9, 89%) engaged with the game after downloading it. Participants used the game to record physical activity on 58% of days the game was available. The highest scores on the Intrinsic Motivation Inventory (IMI) were seen for the Value/Usefulness subscale, with a mean of 6.38 (SD 0.6). Fitbit wear adherence was high, with participants in both groups recording steps on >80% of days. Usage of the game was positively correlated with change in daily steps, but not with MVPA. CONCLUSIONS The co-designed mobile application shows promise as an intervention and should be evaluated in a larger-scale trial in this population. CLINICALTRIAL

10.2196/23069 ◽  
2020 ◽  
Author(s):  
Joshua Simmich ◽  
Allison Mandrusiak ◽  
Stuart Trevor Smith ◽  
Nicole Hartley ◽  
Trevor Glen Russell

2014 ◽  
Vol 41 (10) ◽  
pp. 2068-2077 ◽  
Author(s):  
Brian C. Focht ◽  
Matthew J. Garver ◽  
Steven T. Devor ◽  
Justin Dials ◽  
Alexander R. Lucas ◽  
...  

Objective.To compare the effects of a group-mediated cognitive behavioral exercise intervention (GMCB) with traditional center-based exercise therapy (TRAD) on objectively assessed levels of physical activity (PA) and mobility in sedentary patients with knee osteoarthritis (OA).Methods.The Improving Maintenance of Physical Activity in Knee Osteoarthritis Trial-Pilot (IMPACT-P) was a 12-month, 2-arm, single-blind, randomized controlled pilot study designed to compare the effects of GMCB and TRAD on 80 sedentary patients with knee OA with self-reported difficulty in daily activities [mean age 63.5 yrs, 84% women, mean body mass index (BMI) 32.7 kg/m2]. Objective assessments of PA (LIFECORDER Plus Accelerometer) and mobility (400-m walk) were obtained at baseline, 3 months, and 12 months by study personnel blinded to participants’ treatment assignment.Results.Intent to treat 2 (treatment: GMCB and TRAD) × 2 (time: 3 mos and 12 mos) analyses of covariance of controlling for baseline, age, sex, and BMI-adjusted change in the outcomes demonstrated that the GMCB intervention yielded significantly greater increases in PA (p < 0.01) and a nonsignificant yet more favorable improvement in mobility (p = 0.09) relative to TRAD. Partial correlation analyses also revealed that change in PA was significantly correlated with the 400-m walk performance at 3-month (r = −0.51, p < 0.01) and 12-month (r = −0.40, p < 0.01) followup assessments.Conclusion.Findings from the IMPACT-P trial suggest that the GMCB treatment resulted in significantly greater improvement in PA and nonsignificant yet more favorable change in mobility relative to TRAD.


2018 ◽  
Vol 15 (4) ◽  
pp. 2376
Author(s):  
Abdurrahman Demir ◽  
Manolya Akın

The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years.          54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied.         There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05).         Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir.        Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla  yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır.       Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05).       Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.


2021 ◽  
Vol 11 (22) ◽  
pp. 11046
Author(s):  
Han-Hung Huang ◽  
Brianna Gathright ◽  
Rachel Holik ◽  
Hannah Iverson ◽  
Emily Saville ◽  
...  

The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and flexibility. Psychological outcome measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF. Participants demonstrated a moderate level of exercise intensity during AVG based on average HR and RPE. HbA1c, BP, and lower extremity muscle strength were improved, but were not statistically significant. The changes on psychological assessment were not significant. However, most participants demonstrated positive behavior and attitudes toward health and physical activity at one-month follow-up. This pilot study demonstrated that the AVG program might be an effective and alternative way of exercise for people with T2D. A future RCT is warranted to determine the physical and psychological effects of AVG on T2D population.


2015 ◽  
Vol 4 (1) ◽  
pp. 40-44 ◽  
Author(s):  
Gherdai Hassel ◽  
Jeffrey John Milroy ◽  
Muhsin Michael Orsini

Adolescents who engage in regular physical activity experience increased academic performance and grades, improved academic behavior, such as time on task, as well as an increase in other factors that influence academic achievement. Despite physical activity recommendations, regular engagement in physical activity is still an issue among American adolescents. Furthermore, physically inactive lifestyles are highest among minority populations, lower socioeconomic groups, and women. Self Determination Theory provides a basis for investigating the cognitive, affective and motivational processes of physical activity. At present time, there is a dearth of research exploring motivation of physical activity among minority female college students. Therefore, the purpose of this study was to investigate the type of motivation that is most strongly related to moderate physical activity, vigorous physical activity, strength training and stretching among college-aged African American females in an effort to consider ways to improve physical activity promotion efforts on a college campus. Students enrolled in a required basic studies physical education and wellness course at a southeastern state university were invited to participate in data collection activities. Participants were invited to complete the modified Behavioral Regulation in Exercise Questionnaire (BREQ-2), a 19-item questionnaire designed to measure motivation for physical activity. Of the 1422 college students that agreed to participate, 54 identified themselves as a non-Caucasian female. Results offered limited support for the hypothesis that those who are extrinsically motivated would engage in more physical activity. Nevertheless, a required physical activity class for college students could potentially provide an opportunity for those who would otherwise be amotivated for physical activity to engage in regular physical activities.


2009 ◽  
Vol 21 (3) ◽  
pp. 245-253 ◽  
Author(s):  
Sadye Paez ◽  
Ann Maloney ◽  
Kristine Kelsey ◽  
Chris Wiesen ◽  
Angela Rosenberg

PEDIATRICS ◽  
2012 ◽  
Vol 129 (3) ◽  
pp. e636-e642 ◽  
Author(s):  
T. Baranowski ◽  
D. Abdelsamad ◽  
J. Baranowski ◽  
T. M. O'Connor ◽  
D. Thompson ◽  
...  

2014 ◽  
Vol 11 (5) ◽  
pp. 971-976 ◽  
Author(s):  
Justin B. Moore ◽  
Michael W. Beets ◽  
Sara F. Morris ◽  
Mary Bea Kolbe

Background:Most youth fail to achieve 60 minutes of moderate-to-vigorous physical activity (MVPA) daily while engaging in excessive amounts of sedentary behaviors. The objective of this investigation was to identify modifiable factors associated with meeting MVPA recommendations or engaging in greater than 55% of observed time sedentary.Methods:Youth (N = 1005, 10.5 yrs, 52% girls) wore accelerometers with daily minutes of MVPA (≥ 2296 counts·min−1) classified as ≥ 60mins/d vs. < 60min/d of MVPA. Sedentary behavior (< 100 counts·min−1) was classified as < 55% or ≥ 55% of total wear-time. Two-level random effects logit survival models for repeated events (days of monitoring) examined the association of psychosocial self-report measures and demographic characteristics to meeting the MVPA recommendation and spending ≥ 55% of time sedentary.Results:Wednesdays, Thursdays, and Sundays were associated with a decreased likelihood of meeting MVPA recommendations relative to Mondays. Wednesday thru Sunday were associated with a decreased likelihood of spending ≥ 55% of time sedentary. Being a boy, receiving transportation, and fewer reported barriers to physical activity were associated with meeting MVPA recommendations.Conclusions:Relatively few youth are engaging in recommended levels of physical activity. Provision of transportation and reduction of barriers to physical activity are relevant targets for physical activity promotion.


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