An Exergames Program for Adolescents With Type 1 Diabetes: Qualitative Study of Acceptability.

IF 2.6 Q2 Medicine
JMIR Diabetes Pub Date : 2025-05-28 DOI:10.2196/65665
Selene S Mak, Laura M Nally, Juanita Montoya, Rebecca Marrero, Melissa DeJonckheere, Kevin L Joiner, Soohyun Nam, Garrett I Ash
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引用次数: 0

Abstract

Background: Numerous barriers to moderate to vigorous physical activity exist for youths with type 1 diabetes (T1D). The virtual exercise games for youth with T1D (ExerT1D) intervention implement synchronous support of moderate to vigorous physical activity including T1D peers and role models.

Objective: This study aims to understand the acceptability of this intervention to participants.

Methods: We conducted postprogram, semistructured, televideo interviews with participating youths to elicit perspectives on the acceptability of the intervention and experience with the program. Two coders independently reviewed and analyzed each transcript using a coding scheme developed inductively by senior researchers. Discrepancies were resolved by team discussion, and multiple codes were grouped together to produce 4 main thematic areas.

Results: All 15 participants provided interviews (aged 14-19 years; 2 nonbinary, 6 females; median hemoglobin A1c level of 7.8% (IQR 7.4%-11.2%), 5 with a hemoglobin A1c level of ≥10%). Qualitative data revealed four themes: (1) motivation to engage in physical activity (PA)-improving their physical capabilities and stabilizing glucose levels were cited as motivation for PA and challenges of living with T1D were cited as PA barriers; (2) experience with and motivation to manage diabetes while engaging in PA-participants provided details of accommodating the inherent uncertainty or limitations of PA with diabetes and sometimes preparing for PA involved psychological and motivational adjustments while some relayed feelings of avoidance; (3) peer support encouraged engagement with the intervention-participants appreciated the peer aspects of components of ExerT1D and participants' reflections of the facilitated group experience highlight many benefits of a small-group virtual program; and (4) improvements in PA and diabetes self-management efficacy-all participants credited the program with improving or at least raising awareness of T1D management skills.

Conclusions: Our virtual PA intervention using an active video game and discussion component provided adolescents with T1D the confidence and peer support to engage in PA, improved awareness of diabetes-specific tasks to prepare for exercise, and improved understanding of the effect of PA on glucose levels. Engaging youths with a virtual video game intervention is a viable approach to overcome barriers to PA for adolescents with T1D.

Trial registration: ClinicalTrials.gov NCT05163912; https://clinicaltrials.gov/ct2/show/NCT05163912.

青少年1型糖尿病的运动项目:可接受性的定性研究。
背景:青少年1型糖尿病(T1D)患者在适度和剧烈体育活动(MVPA)方面存在许多障碍。为T1D青少年而设的虚拟运动游戏(exerct1d),实现了包括T1D同伴和榜样在内的MVPA的同步支持。目的:了解该干预措施对参与者的可接受性。方法:我们在项目结束后对参与的青少年进行了半结构化的电视访谈,以引出他们对干预的可接受性和对项目的体验。两名编码员使用高级研究人员归纳开发的编码方案独立审查和分析每个转录本。团队讨论解决了差异,多个代码组合在一起产生了四个主要的主题区域。结果:15名参与者均接受了访谈[14-19岁;2个非二元,6个女性;HbA1c中位数为7.8%,HbA1c≥10.0% 5例]。定性数据揭示了四个主题。(1)参与PA的动机:改善他们的身体能力和/或稳定血糖水平被认为是PA的动机。患有T1D的生活挑战被认为是PA障碍。(2)参与PA时糖尿病管理的经验和动机:参与者提供了适应糖尿病患者PA固有的不确定性或局限性的细节。有时准备PA涉及心理和动机调整。一些人表达了回避的感觉。(3)同伴支持鼓励参与干预:参与者赞赏extt1d组成部分的同伴方面。参与者对促进小组体验的反映突出了小组虚拟课程的许多好处。(4)改善PA和糖尿病自我管理效能:所有参与者都认为该计划改善和/或提高了对T1D管理技能的认识。结论:我们的虚拟PA干预使用积极的视频游戏和讨论组件,为T1D青少年提供了参与PA的信心和同伴支持,提高了对糖尿病特定任务的认识,为运动做准备,并提高了对PA对血糖水平影响的理解。让青少年参与虚拟视频游戏干预是一种可行的方法,可以克服青少年患T1D的障碍。临床试验:访谈临床试验NCT05163912的参与者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Diabetes
JMIR Diabetes Computer Science-Computer Science Applications
CiteScore
4.00
自引率
0.00%
发文量
35
审稿时长
16 weeks
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