将游戏化作为促进医护女工体育锻炼和健康饮食习惯的工具:对工作场所心脏代谢健康和体能的影响。

IF 2.5 4区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
American Journal of Health Promotion Pub Date : 2024-07-01 Epub Date: 2024-02-22 DOI:10.1177/08901171241234664
Lucas B Gimenez, Vanessa Teixeira do Amaral, Gabriel Locato, Isabela R Marçal, Artur J T Ferron, Emmanuel G Ciolac
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引用次数: 0

摘要

目的:评估游戏化与非游戏化健康促进干预措施对医护人员女性心血管代谢健康和体能参数的影响:设计:随机平行分组试验:研究对象: 巴西一家公立门诊健康中心:干预措施:为期 8 周的游戏化干预(n = 15)或非游戏化干预(n = 13),包括健康讲座、营养咨询和指导性运动训练。游戏化小组被分成若干小组,根据健康目标/任务的完成情况获得积分:人体测量、心脏代谢和体能参数:分析:双向方差分析,重复测量(组与时间),Bonferroni 事后检验:体重(-1.5 ± 1.5 kg)、腰围(-1.6 ± 3.0 cm)、HbA1C(-.2 ± .3%)、甘油三酯(-21.5 ± 48.2 mg/dl)、收缩压(-11.1 ± 7.9 mmHg)和舒张压(-7.1 ± 5.8 mmHg)。1 ± 5.8 mmHg)血压,以及坐立(3.9 ± 3.0 厘米)和六分钟步行(56 ± 37 米)的成绩仅在游戏化干预后才有所改善(P < .05)。游戏化(-1.18 ± 1.24 秒)和非游戏化(-1.49 ± 1.87 秒)干预后,坐立行走的成绩均有所提高:结论:在改善心血管代谢和体能参数方面,游戏化干预比非游戏化干预更有效,这表明游戏化可能是促进医护人员女性健康的有效工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification as a Tool for Promoting Physical Exercise and Healthy Eating Habits in Healthcare Worker Women: Effects on Cardiometabolic Health and Physical Fitness at Workplace.

Purpose: To evaluate the effectiveness of gamified versus nongamified health promotion interventions on cardiometabolic health and fitness parameters in healthcare worker women.

Design: Randomized parallel group trial.

Setting: A public outpatient health center in Brazil.

Subjects: Women employees (included: n = 29; lost to follow-up: n = 1; analyzed: n = 28).

Interventions: 8 weeks of gamified (n = 15) or nongamified (n = 13) interventions, consisting of health lectures, nutritional counseling, and supervised exercise training. The gamified group was divided into teams that received points based on completion of health goals/tasks.

Measures: Anthropometric, cardiometabolic and physical fitness parameters.

Analysis: Two-way ANOVA with repeated measures (group vs. time), and Bonferroni post hoc tests.

Results: Body mass (-1.5 ± 1.5 kg), waist circumference (-1.6 ± 3.0 cm), HbA1C (-.2 ± .3%), triglycerides (-21.5 ± 48.2 mg/dl), systolic (-11.1 ± 7.9 mmHg) and diastolic (-7.1 ± 5.8 mmHg) blood pressure, as well as sit and reach (3.9 ± 3.0 cm) and six-minute walking (56 ± 37 m) performance improved (P < .05) only after the gamified intervention. Sit-to-stand performance improved after both the gamified (-1.18 ± 1.24 s) and nongamified (-1.49 ± 1.87 s) interventions.

Conclusion: The gamified intervention was more effective than the nongamified intervention for improving cardiometabolic and physical fitness parameters, suggesting that gamification may be an effective tool for promoting health in healthcare worker women.

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来源期刊
American Journal of Health Promotion
American Journal of Health Promotion PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH-
CiteScore
4.40
自引率
3.70%
发文量
184
期刊介绍: The editorial goal of the American Journal of Health Promotion is to provide a forum for exchange among the many disciplines involved in health promotion and an interface between researchers and practitioners.
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