心力衰竭患者移动运动游戏的可行性。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Maria Andreassen, Núria Santaularia, Aseel Berglund, Erik Berglund, Helena Orädd, Anna Strömberg, Tiny Jaarsma, Leonie Klompstra
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引用次数: 0

摘要

背景:体力活动是有益的,建议改善心力衰竭(HF)患者的预后。Exergaming将游戏技术与体育活动相结合。因此,我们在协同设计过程中开发了一款手机运动游戏,这款运动游戏可以让参与者随时随地进行体育活动。本研究旨在评估一种新开发的移动运动的可行性,心脏耕作,为心衰患者。方法:共有14名HF患者在智能手机上使用exergame一个月(9名瑞典人,5名西班牙人;男性9例,平均72岁,年龄范围61 ~ 82岁)。研究人员向参与者介绍了该游戏,并定期通过电话进行随访。研究人员建议参与者根据6分钟步行测试(6MWT)中步行的米数,每天增加10分钟的步行时间。确定的可行性领域包括可接受性、需求、实施和实用性,这些都是通过电话随访和访谈以及从游戏中下载的数据进行检查的。结果:参与者发现农场主题很吸引人,教练鼓励他们定期执行游戏(可接受性)。基于6MWT设定个人每日步行目标(平均704米,范围250-900米)。参与者报告说,每天的目标和任务都是可控的。该游戏被认为适合减少久坐时间,参与者报告身体健康状况(需求)得到改善。游戏被认为易于学习和使用,并可根据个人需求进行调整(执行)。在走路和与他人交谈时玩游戏被认为不太方便(实用性)。结论:HF参与者重视个性化支持,游戏的农场主题具有吸引力。每天增加10分钟步行的目标被视为减少久坐行为的现实方法。在介绍游戏时,必须强调适当照明的重要性,以便准确记录行走的米数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Feasibility of a Mobile Exergame for Patients with Heart Failure.

Background: Physical activity is beneficial and recommended to improve outcomes for patients with heart failure (HF). Exergaming combines gaming technology with physical activity. Therefore, we developed a mobile exergame in a co-design process, the exergame would engage participants in physical activity anywhere and anytime. This study aims to assess the feasibility of a newly developed mobile exergame, heart farming, for patients with HF. Methods: A total of 14 participants with HF used the exergame on their smartphones for one month (9 Swedish and 5 Spanish participants; 9 males, mean 72 years, range 61-82 years). Participants were provided an introduction to the exergame, and follow-up was carried out regularly by telephone. Participants were advised to increase the daily walking duration by 10 minutes a day, based on the number of meters walked in the 6-minute walk test (6MWT). Areas of feasibility identified were acceptability, demand, implementation, and practicality, which were examined during telephone follow-ups and interviews, and data downloaded from the exergame. Results: Participants found the farming theme appealing, and coaching encouraged them to perform the exergame on a regular basis (acceptability). Based on the 6MWT, the personal goal for daily walking was set (mean of 704 meters, range 250-900 meters). Participants reported that daily goals and tasks were manageable. The exergame was perceived as appropriate to decrease sedentary time, and participants reported improved physical health (demand). The exergame was perceived as easy to learn and use, and adjustable to individual needs (implementation). Exergaming while walking and conversing with others was described as less convenient (practicality). Conclusion: Participants with HF valued personalized support and the exergame's farming theme was appealing. The goal to increase walking by 10 minutes a day was seen as a realistic way to reduce sedentary behavior. When introducing the exergame, it is essential to emphasize the importance of proper lighting, so meters walked are accurately recorded.

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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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