用于心脏事件后患者心脏病二级预防的自助式游戏化移动应用程序(MyHeartMate):随机对照试验的过程评估。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Robyn Gallagher, Lis Neubeck, Angus Davis, Julie Redfern, Helen M Parker, Karice Hyun, Clara Chow, David S Celermajer, Thomas Buckley, Tracy Schumacher, Geoffrey Tofler, Gemma Figtree
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引用次数: 0

摘要

研究目的本研究报告了针对冠心病(CHD)患者的 MyHeartMate 应用程序随机对照试验的过程评估。材料与方法:从应用程序平台日志和自我报告的使用情况中收集干预组的参与数据,并通过访谈了解有用性和可接受性。参与者(n = 194)的数据日志显示,80.4%的人输入了基线数据。对体重指数(23.2%)、血压(21.1%)和运动量(23.7%)进行了跟踪(≥30 天)。≥4天完成的任务中,47.5%为健康饮食,30.9%为运动;50.5%使用了文字游戏。四分之一的参与者(26.8%)被归类为 "参与"(在前 30 天内跟踪运动和/或血压≥5 次,完成任务≥18 次)。参与 "或未参与的参与者在基线特征或 6 个月结果方面没有差异,但参与的用户更有可能达到 4/5 个推荐风险因素的指导水平(30.8% 对 17.6%,P = 0.03)。结果:参与者认为跟踪、提示和奖励对康复和与风险因素相关的生活方式改变很有用,而且他们喜欢游戏。随着时间的推移,参与度有所下降。如果应用程序过程难以理解、不够个性化和/或整体游戏概念不受欢迎,则可接受性就会受到限制。结论深入了解用户对游戏化应用组件的看法和使用情况,对于消除用户使用障碍和优化潜在健康益处至关重要。针对慢性阻塞性肺病的严肃游戏应用程序的目标受众仍不确定。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial.

Objective: This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). Materials and Methods: Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (n = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as "engaged" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were "engaged" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, P = 0.03). Results: Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. Conclusions: Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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