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Raeside R. Advancing adolescent health promotion in the digital era. Health Promot Int 2025; 40:daae172. [PMID: 40037909 DOI: 10.1093/heapro/daae172] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/06/2025] Open
Abstract
Adolescents globally are calling for high-quality digital services to support and improve their health and well-being. Digital technologies are playing an increasing role in healthcare and whilst today's adolescents have been exposed to digital media since birth, there are unique challenges to their use that must be considered. This review aims to synthesize the literature on adolescent health promotion in the digital era. It provides evidence from adolescent perspectives and identifies that community-based and 'digital only' settings hold scope for further research to advance the field. The article recommends that when working with adolescents to develop digital health promotion tools, we should look to use youth engagement frameworks that are relevant to their context. Secondly, it demands stronger governance over digital media to protect adolescents, whilst allowing safe digital access. Finally, it demonstrates how listening to adolescents may help to address the emerging digital determinants of health and avoid exacerbating health disparities. Adolescents are powerful advocates to make global change. Stakeholders across research, policy and practice should examine how they incorporate adolescent voices to drive change in health promotion in the digital era.
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Affiliation(s)
- Rebecca Raeside
- Susan Wakil School of Nursing and Midwifery, Faculty of Medicine and Health, The University of Sydney, Level 8, Susan Wakil Health Building, Western Ave, Camperdown, NSW 2006, Australia
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Mazéas A, Forestier C, Harel G, Duclos M, Chalabaev A. The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals. J Med Internet Res 2024; 26:e47116. [PMID: 39133533 PMCID: PMC11347891 DOI: 10.2196/47116] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2023] [Revised: 03/10/2024] [Accepted: 05/01/2024] [Indexed: 08/13/2024] Open
Abstract
BACKGROUND Digital interventions integrating gamification features hold promise to promote daily steps. However, results regarding the effectiveness of this type of intervention are heterogeneous and not yet confirmed in real-life contexts. OBJECTIVE This study aims to examine the effectiveness of a gamified intervention and its potential moderators in a large sample using real-world data. Specifically, we tested (1) whether a gamified intervention enhanced daily steps during the intervention and follow-up periods compared to baseline, (2) whether this enhancement was higher in participants in the intervention than in nonparticipants, and (3) what participant characteristics or intervention parameters moderated the effect of the program. METHODS Data from 4819 individuals who registered for a mobile health Kiplin program between 2019 and 2022 were retrospectively analyzed. In this intervention, participants could take part in one or several games in which their daily step count was tracked, allowing individuals to play with their overall activity. Nonparticipants were people who registered for the program but did not take part in the intervention and were considered as a control group. Daily step counts were measured via accelerometers embedded in either commercial wearables or smartphones of the participants. Exposure to the intervention, the intervention content, and participants' characteristics were included in multilevel models to test the study objectives. RESULTS Participants in the intervention group demonstrated a significantly greater increase in mean daily steps from baseline than nonparticipants (P<.001). However, intervention effectiveness depended on participants' initial physical activity. The daily steps of participants with <7500 baseline daily steps significantly improved from baseline both during the Kiplin intervention (+3291 daily steps) and the follow-up period (+945 daily steps), whereas participants with a higher baseline had no improvement or significant decreases in daily steps after the intervention. Age (P<.001) and exposure (P<.001) positively moderated the intervention effect. CONCLUSIONS In real-world settings and among a large sample, the Kiplin intervention was significantly effective in increasing the daily steps of participants from baseline during intervention and follow-up periods compared to nonparticipants. Interestingly, responses to the intervention differed based on participants' initial steps, with the existence of a plateau effect. Drawing on the insights of self-determination theory, we can assume that the effect of gamification could depend of the initial motivation and activity of participants.
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Affiliation(s)
- Alexandre Mazéas
- Laboratoire Sport et Environnement Social (SENS), Université Grenoble Alpes, Grenoble, France
- National Research Institute for Agriculture, Food and Environment (INRAE), Clermont-Ferrand, France
- Kiplin, Nantes, France
| | - Cyril Forestier
- Laboratoire Motricité, Interactions, Performance (MIP - UR4334), Nantes Université, Nantes, France
| | | | - Martine Duclos
- National Research Institute for Agriculture, Food and Environment (INRAE), Clermont-Ferrand, France
- Department of Sport Medicine and Functional Exploration, University Hospital Clermont-Ferrand, Hospital G. Montpied, Clermont-Ferrand, France
| | - Aïna Chalabaev
- Laboratoire Sport et Environnement Social (SENS), Université Grenoble Alpes, Grenoble, France
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Asefi A, Dehghani H, Shafieeyan M. Exploring the Reasons for Preferring Digital Games Over Physical Activity Games in Adolescents: A Qualitative Study. J Adolesc Health 2024; 75:133-139. [PMID: 38597839 DOI: 10.1016/j.jadohealth.2024.02.031] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/20/2023] [Revised: 02/14/2024] [Accepted: 02/21/2024] [Indexed: 04/11/2024]
Abstract
PURPOSE In the current world, adolescents are less likely to turn to physical activity games and often prefer to spend more time in the technological and digital world and have fun with digital games. This study aimed to explore reasons for preferring digital games to physical activity games in adolescents. METHODS Twenty-one adolescents participated in this qualitative study. The participants' age ranged from 11 to 19 who participated in semistructured interviews. The recorded interviews underwent thematic analysis to identify overall themes. RESULTS Five overall themes were identified from the interviews regarding reasons for preferring digital games over physical activity games. Identified themes included game characteristics, game space, game outcomes, peer pressure, and accessibility. DISCUSSION The findings of this research contribute to design adolescent-centered interventions that sustain/increase adolescents' interest in physical activity games and protect them from excessive/harmful use of digital games.
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Affiliation(s)
- Ahmadali Asefi
- Department of Sports Management, Faculty of Sports Sciences, University of Isfahan, Isfahan, Iran.
| | - Hamid Dehghani
- Department of Social Sciences, Faculty of Literature and Humanities, University of Isfahan, Isfahan, Iran
| | - Mahsa Shafieeyan
- Department of Sports Management, Faculty of Sports Sciences, University of Isfahan, Isfahan, Iran
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Liu M, Guan X, Guo X, He Y, Liu Z, Ni S, Wu Y. Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Nutrients 2024; 16:1290. [PMID: 38732536 PMCID: PMC11085665 DOI: 10.3390/nu16091290] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/11/2024] [Revised: 04/15/2024] [Accepted: 04/19/2024] [Indexed: 05/13/2024] Open
Abstract
Over the past four decades, obesity in children of all ages has increased worldwide, which has intensified the search for innovative intervention strategies. Serious games, a youth-friendly form of intervention designed with educational or behavioral goals, are emerging as a potential solution to this health challenge. To analyze the effectiveness of serious games in improving body composition, physical activity, and dietary change, we performed a systematic review and meta-analysis of randomized controlled trials (RCTs) from PubMed, Web of Science, EMBASE, and Scopus databases. Pooled standardized mean differences (SMD) were calculated for 20 studies (n = 2238 the intervention group; n = 1983 in the control group) using random-effect models. The intervention group demonstrated a slightly better, although non-significant, body composition score, with a pooled SMD of -0.26 (95% CI: -0.61 to 0.09). The pooled effect tends to be stronger with longer duration of intervention (-0.40 [95% CI: -0.96, 0.16] for >3 months vs. -0.02 [95% CI: -0.33, 0.30] for ≤3 months), although the difference was not statistically significant (p-difference = 0.24). As for the specific pathways leading to better weight control, improvements in dietary habits due to serious game interventions were not significant, while a direct positive effect of serious games on increasing physical activity was observed (pooled SMD = 0.61 [95% CI: 0.04 to 1.19]). While the impact of serious game interventions on body composition and dietary changes is limited, their effectiveness in increasing physical activity is notable. Serious games show potential as tools for overweight/obesity control among children and adolescents but may require longer intervention to sustain its effect.
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Affiliation(s)
- Mingchang Liu
- Institute for Hospital Management, School of Medicine, Tsinghua University, Beijing 100084, China; (M.L.); (X.G.); (Z.L.)
| | - Xinyue Guan
- Institute for Hospital Management, School of Medicine, Tsinghua University, Beijing 100084, China; (M.L.); (X.G.); (Z.L.)
| | - Xueqing Guo
- Sargent College of Health & Rehabilitation Sciences, Boston University, Boston, MA 02215, USA;
| | - Yixuan He
- Department of Bioengineering, East China University of Science and Technology, Shanghai 200237, China;
| | - Zeqi Liu
- Institute for Hospital Management, School of Medicine, Tsinghua University, Beijing 100084, China; (M.L.); (X.G.); (Z.L.)
| | - Shiguang Ni
- Shenzhen International Graduate School, Tsinghua University, Shenzhen 518055, China;
| | - You Wu
- Institute for Hospital Management, School of Medicine, Tsinghua University, Beijing 100084, China; (M.L.); (X.G.); (Z.L.)
- Department of Health Policy and Management, Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD 21205, USA
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Zrubka Z, Champion A, Holtorf AP, Di Bidino R, Earla JR, Boltyenkov AT, Tabata-Kelly M, Asche C, Burrell A. The PICOTS-ComTeC Framework for Defining Digital Health Interventions: An ISPOR Special Interest Group Report. VALUE IN HEALTH : THE JOURNAL OF THE INTERNATIONAL SOCIETY FOR PHARMACOECONOMICS AND OUTCOMES RESEARCH 2024; 27:383-396. [PMID: 38569772 DOI: 10.1016/j.jval.2024.01.009] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/13/2023] [Revised: 01/18/2024] [Accepted: 01/21/2024] [Indexed: 04/05/2024]
Abstract
OBJECTIVES Digital health definitions are abundant, but often lack clarity and precision. We aimed to develop a minimum information framework to define patient-facing digital health interventions (DHIs) for outcomes research. METHODS Definitions of digital-health-related terms (DHTs) were systematically reviewed, followed by a content analysis using frameworks, including PICOTS (population, intervention, comparator, outcome, timing, and setting), Shannon-Weaver Model of Communication, Agency for Healthcare Research and Quality Measures, and the World Health Organization's Classification of Digital Health Interventions. Subsequently, we conducted an online Delphi study to establish a minimum information framework, which was pilot tested by 5 experts using hypothetical examples. RESULTS After screening 2610 records and 545 full-text articles, we identified 101 unique definitions of 67 secondary DHTs in 76 articles, resulting in 95 different patterns of concepts among the definitions. World Health Organization system (84.5%), message (75.7%), intervention (58.3%), and technology (52.4%) were the most frequently covered concepts. For the Delphi survey, we invited 47 members of the ISPOR Digital Health Special Interest Group, 18 of whom became the Delphi panel. The first, second, and third survey rounds were completed by 18, 11, and 10 respondents, respectively. After consolidating results, the PICOTS-ComTeC acronym emerged, involving 9 domains (population, intervention, comparator, outcome, timing, setting, communication, technology, and context) and 32 optional subcategories. CONCLUSIONS Patient-facing DHIs can be specified using PICOTS-ComTeC that facilitates identification of appropriate interventions and comparators for a given decision. PICOTS-ComTeC is a flexible and versatile tool, intended to assist authors in designing and reporting primary studies and evidence syntheses, yielding actionable results for clinicians and other decision makers.
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Affiliation(s)
- Zsombor Zrubka
- Health Economics Research Center, University Research and Innovation Center, Óbuda University, Budapest, Hungary.
| | | | | | - Rossella Di Bidino
- Fondazione Policlinico Universitario Agostino Gemelli IRCCS, Rome, Italy; The Graduate School of Health Economics and Management (ALTEMS), Rome, Italy
| | | | | | - Masami Tabata-Kelly
- The Heller School for Social Policy and Management, Brandeis University, Waltham, MA, USA
| | - Carl Asche
- Pharmacotherapy Outcomes Research Center, Department of Pharmacotherapy, College of Pharmacy, University of Utah, Salt-Lake City, UT, USA
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da Silva Carvalho I, Mendes RCMG, de Souza Soares Lima LH, da Silva GP, de Freitas Gonçalves Lima M, Guedes TG, Linhares FMP. Board game on sexually transmitted infections for imprisoned women. BMC Womens Health 2024; 24:24. [PMID: 38183024 PMCID: PMC10770977 DOI: 10.1186/s12905-023-02801-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/06/2022] [Accepted: 11/23/2023] [Indexed: 01/07/2024] Open
Abstract
INTRODUCTION The board games is an educational technology that represents an appealing, active and playful pedagogical strategy and may be capable of motivating imprisoned women to learn about Sexually Transmitted Infections. METHODS A methodological study to develop and evaluate a board game, following these stages: 1. Integrative literature review to identify educational technologies on Sexually Transmitted Infections used by imprisoned women; 2. Development of the board game; and 3. Content validation performed by 23 evaluators and semantic evaluation carried out with 10 imprisoned women who were enrolled in a school located within a female prison unit in the city of Recife, state of Pernambuco, Brazil. RESULTS The board game consisted of the following: 01 board; 01 instructions manual; 05 pawns; 52 cards; and 01 dice. A global Content Validity Index of 0.966 was reached in the content validation process performed by health and education professionals. In the validation of the board game content regarding appearance, performed by designers/developers, most of the items obtained a Content Validity Coefficient below 0.85, which resulted in the need for adjustments and a new validation round with these professionals, in which Content Validity Coefficient = 0.917 was obtained. In the semantic evaluation, all the women stated that they improved their knowledge, increased their motivation to attend the class and would like to play the board game again. CONCLUSIONS The "Previna" board game has been validated and can be considered an important pedagogical tool in the construction of knowledge in relation to the prevention, treatment and control of Sexually Transmitted Infections in the female prison context. The quality of this educational technology is directly related to its development based on an appropriate theoretical and methodological framework, in addition to satisfactory feedback from the target audience. TRIAL REGISTRATION Not applicable.
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Affiliation(s)
| | | | | | | | | | - Tatiane Gomes Guedes
- Graduate Program in Nursing, Federal University of Pernambuco, Recife, PE, Brazil
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Schwarz A, Winkens LHH, de Vet E, Ossendrijver D, Bouwsema K, Simons M. Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies. JMIR Mhealth Uhealth 2023; 11:e40898. [PMID: 36877551 PMCID: PMC10028523 DOI: 10.2196/40898] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/08/2022] [Revised: 11/02/2022] [Accepted: 12/21/2022] [Indexed: 12/24/2022] Open
Abstract
BACKGROUND Globally, 81% of youth do not meet the physical activity (PA) guidelines. Youth of families with a low socioeconomic position are less likely to meet the recommended PA guidelines. Mobile health (mHealth) interventions are preferred by youth over traditional in-person approaches and are in line with their media preferences. Despite the promise of mHealth interventions in promoting PA, a common challenge is to engage users in the long term or effectively. Earlier reviews highlighted the association of different design features (eg, notifications and rewards) with engagement among adults. However, little is known about which design features are important for increasing engagement among youth. OBJECTIVE To inform the design process of future mHealth tools, it is important to investigate the design features that can yield effective user engagement. This systematic review aimed to identify which design features are associated with engagement in mHealth PA interventions among youth who were aged between 4 and 18 years. METHODS A systematic search was conducted in EBSCOhost (MEDLINE, APA PsycINFO, and Psychology & Behavioral Sciences Collection) and Scopus. Qualitative and quantitative studies were included if they documented design features associated with engagement. Design features and related behavior change techniques and engagement measures were extracted. Study quality was assessed according to the Mixed Method Assessment Tool, and one-third of all screening and data extraction were double coded by a second reviewer. RESULTS Studies (n=21) showed that various features were associated with engagement, such as a clear interface, rewards, multiplayer game mode, social interaction, variety of challenges with personalized difficulty level, self-monitoring, and variety of customization options among others, including self-set goals, personalized feedback, progress, and a narrative. In contrast, various features need to be carefully considered while designing mHealth PA interventions, such as sounds, competition, instructions, notifications, virtual maps, or self-monitoring, facilitated by manual input. In addition, technical functionality can be considered as a prerequisite for engagement. Research addressing youth from low socioeconomic position families is very limited with regard to engagement in mHealth apps. CONCLUSIONS Mismatches between different design features in terms of target group, study design, and content translation from behavior change techniques to design features are highlighted and set up in a design guideline and future research agenda. TRIAL REGISTRATION PROSPERO CRD42021254989; https://tinyurl.com/5n6ppz24.
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Affiliation(s)
- Ayla Schwarz
- Department of Social Sciences, Chair Group Consumption & Healthy Lifestyles, Wageningen University & Research, Wageningen, Netherlands
| | - Laura H H Winkens
- Department of Social Sciences, Chair Group Consumption & Healthy Lifestyles, Wageningen University & Research, Wageningen, Netherlands
| | - Emely de Vet
- Department of Social Sciences, Chair Group Consumption & Healthy Lifestyles, Wageningen University & Research, Wageningen, Netherlands
| | - Dian Ossendrijver
- Department of Social Sciences, Chair Group Consumption & Healthy Lifestyles, Wageningen University & Research, Wageningen, Netherlands
| | - Kirsten Bouwsema
- Department of Social Sciences, Chair Group Consumption & Healthy Lifestyles, Wageningen University & Research, Wageningen, Netherlands
| | - Monique Simons
- Department of Social Sciences, Chair Group Consumption & Healthy Lifestyles, Wageningen University & Research, Wageningen, Netherlands
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Lin X, Liu H. A study on the effects of health behavior and sports participation on female college students' body mass index and healthy promoting lifestyle. Front Public Health 2023; 10:1069219. [PMID: 36684986 PMCID: PMC9846220 DOI: 10.3389/fpubh.2022.1069219] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2022] [Accepted: 12/09/2022] [Indexed: 01/05/2023] Open
Abstract
Objective Life form and body composition may affect the health of college students. This study will explore the relationship between the demographic variables of female college students and their body composition and health promoting lifestyle, so as to provide useful reference for the future design and planning of college students' physical and mental health courses and improving their physical activity level. Methods Using the method of questionnaire and bioelectrical resistance measurement, a questionnaire on healthy lifestyle of college students was constructed on the basis of consulting a large number of relevant research literature. Relevant survey samples were obtained through random sampling, and their body composition was measured; use SPSS21.0 statistical analysis software to conduct statistical analysis on relevant indicators. Results and conclusions (1) at present, female college students generally lack leisure activities and sleep, the proportion of regular fitness habits is low, and the number of snacks and average daily online time are generally too high; The overweight rate and body fat rate of female college students are generally too high, while the standard rate of muscle weight is generally too low. (2) Female college students' health promoting lifestyle has the highest score of self-realization, followed by interpersonal support and the worst behavior of sports participation; The older the college students, the worse their sports participation and overall health promotion behavior; The better the Conscious health status, the better the self-realization, exercise participation and nutritional behavior; The more exercise time per day, the higher their participation in sports and the stronger their health responsibility; The more time spent on the Internet every day, the worse the health responsibility and sports participation. (3) The more time female college students spend on the Internet every day, the higher the probability of overweight. Those with regular exercise habits have a lower proportion of overweight and high body fat rate, while the better their sleep and night snack behavior, the lower their body fat rate. The older college students are, the larger their visceral fat area is, the better their exercise habits and sleep behavior are, the smaller their visceral fat area is, and the lower their visceral fat level is.
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Affiliation(s)
- Xiangyun Lin
- Department of Physical Education, North Sichuan Medical College, Nanchong, China
| | - Hao Liu
- College of Physical Education, Southwest Medical University, Luzhou, China
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Testing the Mystic School Mobile Application to Promote Active Commuting to School in Spanish Adolescents: The PACO Study. CHILDREN (BASEL, SWITZERLAND) 2022; 9:children9121997. [PMID: 36553440 PMCID: PMC9776541 DOI: 10.3390/children9121997] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/07/2022] [Revised: 12/08/2022] [Accepted: 12/15/2022] [Indexed: 12/23/2022]
Abstract
Active commuting to and/or from school (ACS) is an opportunity to increase daily physical activity (PA) levels in young people. Mobile-device interventions focused on promoting the practice of health-related PA can be more cost-effective than traditional interventions in this population. OBJECTIVE To analyze the adolescents' opinion of the mobile application (app) Mystic School, which was designed to promote ACS in Spanish adolescents. METHODS A total of 44 students (14-15 years old) from Granada and Jaén participated in the test of the Mystic School app during two phases: phase 1 (n = 10) for 2 weeks and phase 2 (n = 34) for 1 month. Each phase included an app presentation, a follow-up, and focus group sessions. The qualitative analysis was carried out through NVivo software. RESULTS In phase 1, adolescents reported improvements in the design and functioning, such as the avatar movement, virtual steps utilities, and multiplayer function. These suggestions were included in phase 2. After phase 2, adolescents reported that it is important to add the possibility of playing without an Internet connection to the game, to include more competitive options, prizes, and to increase the difficulty of the levels. In both phases, problems with the step number counting remained. CONCLUSION The Mystic School app can be a useful tool for the physical education teacher to integrate the content from this curriculum related to the promotion of PA, such as ACS.
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Maher CA, Olds T, Vandelanotte C, Plotnikoff R, Edney SM, Ryan JC, DeSmet A, Curtis RG. Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference? Games Health J 2022; 11:193-199. [PMID: 35501981 DOI: 10.1089/g4h.2021.0207] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately improving their effectiveness. This study aimed to examine (1) whether the inclusion of gamification features in a physical activity smartphone app was associated with improved app usage and goal adherence, describe (2) use of the gamification features, and (3) by whom, and determine (4) whether engagement was associated with increased physical activity. Methods: Data from community-dwelling adult participants (mean age 42.1 years, standard deviation [SD 11.9], 74% female) in the gamified (n = 134) and nongamified (n = 155) conditions from a three-group randomized controlled trial were analyzed. Physical activity was assessed at baseline and 9 months using a survey and accelerometers. App usage (number of days steps were logged), goal adherence (number of days step count was ≥10,000), and behavioral engagement with gamification features were obtained from server logs. Multilevel modeling was used to examine the study aims. Results: Participants who received the gamified app showed more days of usage than those who received the nongamified app (M = 113 days [SD 88] vs. M = 81 days [SD 54], P = 0.006), whereas goal adherence did not differ between groups. The leaderboard and "status" gamification features were the most frequently used gamification features (M = 83 [SD 114] and M = 50 [SD 67] views, respectively). Older age (P = 0.008) and lower body mass index (P = 0.004) were associated with more status views. Participants who reported higher stress symptoms sent more gifts (P = 0.04). The use of gamification features was associated with increased physical activity (P = 0.04). Conclusion: The gamified app was used substantially longer than the nongamified app. Use of gamification features was positively associated with change in physical activity. Leaderboards promoting social comparison may be a promising form of gamification. Research on different forms of gamification is warranted.
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Affiliation(s)
- Carol A Maher
- UniSA Allied Health and Human Performance, Alliance for Research in Exercise, Nutrition and Activity, University of South Australia, Adelaide, Australia
| | - Timothy Olds
- UniSA Allied Health and Human Performance, Alliance for Research in Exercise, Nutrition and Activity, University of South Australia, Adelaide, Australia
| | - Corneel Vandelanotte
- Physical Activity Research Group, Appleton Institute, Central Queensland University, Rockhampton, Australia
| | - Ronald Plotnikoff
- Priority Research Centre for Physical Activity and Nutrition, University of Newcastle, Newcastle, Australia
| | - Sarah M Edney
- Saw Swee Hock School of Public Health, National University of Singapore, Singapore, Singapore.,National University Health System, Singapore, Singapore
| | - Jillian C Ryan
- Precision Health Future Science Platform, Commonwealth Scientific and Industrial Research Organisation, Adelaide, Australia
| | - Ann DeSmet
- Faculty of Psychological and Educational Sciences, Université Libre de Bruxelles, Brussels, Belgium.,Department of Communication Studies, University of Antwerp, Antwerp, Belgium
| | - Rachel G Curtis
- UniSA Allied Health and Human Performance, Alliance for Research in Exercise, Nutrition and Activity, University of South Australia, Adelaide, Australia
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Ashiru-Oredope D, Nabiryo M, Yeoman A, Bell M, Cavanagh S, D’Arcy N, Townsend W, Demenciukas D, Yadav S, Garraghan F, Carter V, Rutter V, Skone-James R. Development of and User Feedback on a Board and Online Game to Educate on Antimicrobial Resistance and Stewardship. Antibiotics (Basel) 2022; 11:611. [PMID: 35625255 PMCID: PMC9138161 DOI: 10.3390/antibiotics11050611] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/12/2022] [Revised: 04/23/2022] [Accepted: 04/24/2022] [Indexed: 11/17/2022] Open
Abstract
Antimicrobial resistance (AMR), particularly antibiotic resistance, is one of the most challenging global health threats of our time. Tackling AMR requires a multidisciplinary approach. Whether a clinical team member is a cleaner, nurse, doctor, pharmacist, or other type of health worker, their contribution towards keeping patients safe from infection is crucial to saving lives. Existing literature portrays that games can be a good way to engage communities in joint learning. This manuscript describes an educational antimicrobial stewardship (AMS) game that was co-created by a multidisciplinary team of health professionals spanning across high- and low- to middle-income countries. The online AMS game was promoted and over 100 players across 23 countries registered to participate on 2 occasions. The players were asked to share feedback on the game through a short online form. Their experiences revealed that the game is relevant for creation of awareness and understanding on antimicrobial stewardship in both high- and low-to-middle income settings worldwide.
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Affiliation(s)
- Diane Ashiru-Oredope
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - Maxencia Nabiryo
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - Andy Yeoman
- Focus Games Ltd., Glasgow G40 1DA, UK; (A.Y.); (M.B.); (D.D.)
| | - Melvin Bell
- Focus Games Ltd., Glasgow G40 1DA, UK; (A.Y.); (M.B.); (D.D.)
| | - Sarah Cavanagh
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - Nikki D’Arcy
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - William Townsend
- Health and Education Trust, London NW1 4LE, UK; (W.T.); (R.S.-J.)
| | | | - Sara Yadav
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - Frances Garraghan
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - Vanessa Carter
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
| | - Victoria Rutter
- Commonwealth Pharmacists Association, London E1W 1AW, UK; (M.N.); (S.C.); (N.D.); (S.Y.); (F.G.); (V.C.); (V.R.)
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12
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Darville-Sanders G, Anderson-Lewis C, Stellefson M, Lee YH, MacInnes J, Pigg RM, Mercado R, Gaddis C. mHealth video gaming for human papillomavirus vaccination among college men-qualitative inquiry for development. Mhealth 2022; 8:22. [PMID: 35928509 PMCID: PMC9343976 DOI: 10.21037/mhealth-21-29] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/15/2021] [Accepted: 04/14/2022] [Indexed: 11/15/2022] Open
Abstract
BACKGROUND Human papillomavirus (HPV) is the most common sexually transmitted infection in the United States. Persistent infection with HPV can cause various cancers; however, HPV vaccination can prevent infections associated with high risk, cancerous strains of the virus. As it relates to HPV, college age men have been identified as one of the catch-up vaccination groups. Among college age men, gaming is an extremely popular extracurricular activity. Further, video games have emerged as a popular public health intervention tool. Therefore, this study aims to collect qualitative data on how to develop, implement and evaluate the effectiveness of a gaming intervention to increase HPV risk perceptions, improve self-efficacy and increase intention to receive the HPV vaccine among male college students (18-26 years old). METHODS Four focus group sessions ranging from eight to ten individuals were conducted among male college students from one large research-intensive university in the South. Using grounded theory, data from focus group interviews were coded using NVivo software to identify emergent themes. RESULTS Participants emphasized that although customization was not viewed as important by college aged males, the ability to tailor in game experiences or experience different things each time they played (creative freedom) was more important. They encouraged that the digital game be created on a mobile platform, incorporate health messages, and be informative to reach their population. Furthermore, they suggested innovative way to disseminate the game, which included having health department/health care providers prescribe the game to patients as an end of clinical interaction strategy. CONCLUSIONS College age men, are natural avid gamers, enjoy game play, and can engage in learning online or offline. While platform preference varies among gamer type, college age men in our study emphasized that mobile based gaming is the most advantageous way to increase knowledge/awareness and encourage positive in game behavior which can impact out of game behaviors such as vaccination. Because of the level of access and natural disposition of mHealth technology seen as an "extension of the self", games for health developers should consider the mobile platform as the ideal for the target demographic.
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Affiliation(s)
| | - Charkarra Anderson-Lewis
- College of Nursing and Health Professions, The University of Southern Mississippi, Hattiesburg, MS, USA
| | - Michael Stellefson
- Department of Health Science, College of Human Environmental Sciences, The University of Alabama, Tuscaloosa, AL, USA
| | - Yu Hao Lee
- Department of Media Production, Management and Technology, College of Journalism and Communications, The University of Florida, Gainesville, FL, USA
| | - Jann MacInnes
- Department of Research and Evaluation Methodology, College of Education, The University of Florida, Gainesville, FL, USA
| | - R. Morgan Pigg
- Professor Emeritus, Department of Health Education & Behavior, College of Health and Human Performance, The University of Florida, Gainesville, FL, USA
| | - Rebeccah Mercado
- College of Medicine, The University of Florida, Gainesville, FL, USA
| | - Cheryl Gaddis
- Department of Public Health, Mercer University, Atlanta, GA, USA
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13
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Maenhout L, Peuters C, Cardon G, Compernolle S, Crombez G, DeSmet A. Participatory Development and Pilot Testing of an Adolescent Health Promotion Chatbot. Front Public Health 2021; 9:724779. [PMID: 34858919 PMCID: PMC8632020 DOI: 10.3389/fpubh.2021.724779] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/14/2021] [Accepted: 10/13/2021] [Indexed: 11/13/2022] Open
Abstract
Background: The use of chatbots may increase engagement with digital behavior change interventions in youth by providing human-like interaction. Following a Person-Based Approach (PBA), integrating user preferences in digital tool development is crucial for engagement, whereas information on youth preferences for health chatbots is currently limited. Objective: The aim of this study was to gain an in-depth understanding of adolescents' expectations and preferences for health chatbots and describe the systematic development of a health promotion chatbot. Methods: Three studies in three different stages of PBA were conducted: (1) a qualitative focus group study (n = 36), (2) log data analysis during pretesting (n = 6), and (3) a mixed-method pilot testing (n = 73). Results: Confidentiality, connection to youth culture, and preferences when referring to other sources were important aspects for youth in chatbots. Youth also wanted a chatbot to provide small talk and broader support (e.g., technical support with the tool) rather than specifically in relation to health behaviors. Despite the meticulous approach of PBA, user engagement with the developed chatbot was modest. Conclusion: This study highlights that conducting formative research at different stages is an added value and that adolescents have different chatbot preferences than adults. Further improvement to build an engaging chatbot for youth may stem from using living databases.
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Affiliation(s)
- Laura Maenhout
- Department of Movement and Sports Sciences, Ghent University, Ghent, Belgium.,Department of Experimental-Clinical and Health Psychology, Ghent University, Ghent, Belgium.,Research Foundation Flanders (FWO), Brussels, Belgium
| | - Carmen Peuters
- Department of Movement and Sports Sciences, Ghent University, Ghent, Belgium.,Department of Experimental-Clinical and Health Psychology, Ghent University, Ghent, Belgium
| | - Greet Cardon
- Department of Movement and Sports Sciences, Ghent University, Ghent, Belgium
| | - Sofie Compernolle
- Department of Movement and Sports Sciences, Ghent University, Ghent, Belgium.,Research Foundation Flanders (FWO), Brussels, Belgium
| | - Geert Crombez
- Department of Experimental-Clinical and Health Psychology, Ghent University, Ghent, Belgium
| | - Ann DeSmet
- Faculty of Psychology and Educational Sciences, Université Libre de Bruxelles, Brussels, Belgium.,Department of Communication Studies, Faculty of Social Sciences, University of Antwerp, Antwerp, Belgium
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14
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Vajravelu ME, Arslanian S. Mobile Health and Telehealth Interventions to Increase Physical Activity in Adolescents with Obesity: a Promising Approach to Engaging a Hard-to-Reach Population. Curr Obes Rep 2021; 10:444-452. [PMID: 34596867 PMCID: PMC8485573 DOI: 10.1007/s13679-021-00456-8] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 08/19/2021] [Indexed: 12/12/2022]
Abstract
PURPOSE OF REVIEW Adolescence represents a critical time to set habits for long-term health, yet adequate rates of physical activity are uncommon in this age group. Mobile technology use, however, is ubiquitous. We review advantages and challenges posed by mobile health (mHealth) and telehealth-based physical activity interventions aimed at adolescents. RECENT FINDINGS Mobile Health (mHealth) and telehealth interventions to increase physical activity in adolescents include use of wearable activity trackers, text messages or apps, and video visits with exercise specialists. Definitions and goals for physical activity differ across interventions, and methods of activity measurement also vary. User engagement is often poor, if tracked at all. No identified studies included use of behavioral economics-informed engagement strategies. Intervention designers must plan for ways to maximize engagement and to reliably measure the intended outcome. Although mHealth and telehealth interventions have advantages such as scalability and acceptability, potential pitfalls must be addressed before widespread implementation.
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Affiliation(s)
- Mary Ellen Vajravelu
- Division of Pediatric Endocrinology, Diabetes, and Metabolism, UPMC Children's Hospital of Pittsburgh, University of Pittsburgh School of Medicine, 4401 Penn Ave, Faculty Pavilion, 6th Floor, PA, 15224, Pittsburgh, USA.
- Center for Pediatric Research in Obesity and Metabolism, UPMC Children's Hospital of Pittsburgh, University of Pittsburgh School of Medicine, Pittsburgh, PA, USA.
| | - Silva Arslanian
- Division of Pediatric Endocrinology, Diabetes, and Metabolism, UPMC Children's Hospital of Pittsburgh, University of Pittsburgh School of Medicine, 4401 Penn Ave, Faculty Pavilion, 6th Floor, PA, 15224, Pittsburgh, USA
- Center for Pediatric Research in Obesity and Metabolism, UPMC Children's Hospital of Pittsburgh, University of Pittsburgh School of Medicine, Pittsburgh, PA, USA
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15
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McLaren T, Peter LJ, Tomczyk S, Muehlan H, Stolzenburg S, Schomerus G, Schmidt S. How can the utilisation of help for mental disorders be improved? A quasi-experimental online study on the changeability of stigmatising attitudes and intermediate variables in the process of utilisation. BMC Public Health 2021; 21:2124. [PMID: 34798860 PMCID: PMC8602987 DOI: 10.1186/s12889-021-12125-5] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/12/2021] [Accepted: 10/28/2021] [Indexed: 12/05/2022] Open
Abstract
Background Epidemiological studies show that even in highly developed countries many people with depression do not seek help for their mental health issues, despite promising prevention approaches encouraging people to seek help and reduce self-stigma. Therefore, an anti-stigma intervention study to support help-seeking behaviour will be developed on the basis of the newly explicated “Seeking Mental Health Care Model”. Methods A quasi-experimental online study will be carried out to assess the effect of different intervention variables relevant for the help-seeking process. The study is conceived as a fractional factorial design. Participants will be screened for depressive complaints (PHQ-9 sum score ≥ 8) and current psychiatric/psychotherapeutic treatment. After baseline assessment the participants will be randomly allocated into one of the 24 study groups receiving different combinations of the vignette-based intervention aiming to reduce stigma and support help-seeking. Next, relevant outcome measures will be administered a second time. In a 3- and 6-month follow-up help-seeking behaviour will be measured. Gamified elements and avatar-choice techniques will be used to heighten study immersion and adherence. Discussion On the basis of the project results, promising research and intervention perspectives can be developed. Results, firstly, allow for a more detailed empirical investigation and conceptualisation of the stages of mental health care utilisation, as well as an examination of theoretical approaches to stigmatisation. Secondly, our online study could provide insights for an evidence-based design and evaluation of online interventions for people with a mental illness. Trial registration German Clinical Trials Register: DRKS00023557. Registered 11 December 2020. World Health Organization, Universal Trial Number: U1111–1264-9954. Registered 16 February 2021. Supplementary Information The online version contains supplementary material available at 10.1186/s12889-021-12125-5.
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Affiliation(s)
- Thomas McLaren
- Department of Health and Prevention, Institute of Psychology, University of Greifswald, Greifswald, Germany.
| | - Lina-Jolien Peter
- Department of Psychiatry and Psychotherapy, Medical Faculty, University Leipzig, Leipzig, Germany
| | - Samuel Tomczyk
- Department of Health and Prevention, Institute of Psychology, University of Greifswald, Greifswald, Germany
| | - Holger Muehlan
- Department of Health and Prevention, Institute of Psychology, University of Greifswald, Greifswald, Germany
| | - Susanne Stolzenburg
- Department of Psychiatry, University Medicine of Greifswald, Greifswald, Germany
| | - Georg Schomerus
- Department of Psychiatry and Psychotherapy, Medical Faculty, University Leipzig, Leipzig, Germany.,Department of Psychiatry and Psychotherapy, University of Leipzig Medical Center, Leipzig, Germany
| | - Silke Schmidt
- Department of Health and Prevention, Institute of Psychology, University of Greifswald, Greifswald, Germany
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16
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Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children. MULTIMODAL TECHNOLOGIES AND INTERACTION 2021. [DOI: 10.3390/mti5100058] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022] Open
Abstract
In emergency contexts such as the COVID-19 pandemic, mental health risk factors affect children and may affect behavioral and emotional problems including anxiety, self-blame, emotional disturbance, and stress. Preventive measures are crucial to address these health risks. Research highlights strength-based factors, such as socio-emotional skills and prosocial behaviors, as important for childhood development and socio-emotional wellbeing. Yet, the initial evidence base shows mixed effectiveness and insufficient behavior change theory application into socio-emotional and prosocial digital game interventions. Additionally, few interventions are designed with a clear process to convert theory into practical game solutions and very limited guidance on the digital game development process exists. This study describes the Intervention Mapping Protocol (IMP) and theory application in the design of a digital game intervention which aims to strengthen social-emotional skills development and promote prosocial behavior in 8–11-year-old children. The method systematically describes the steps of the IMP process in detail to guide future theory-based game design. The results explain the final digital game prototype that was co-designed with continuous input and insights provided by stakeholders and feedback from children. This paper contributes to our understanding of theory application in the design of digital game interventions focused on health and behavior change and provides much needed guidance on how theory and stakeholder input can be incorporated into a final game design.
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17
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Emezue CN, Enriquez M, Dougherty DS, Bullock LFC, Bloom TL. Rural young males' acceptance & receptiveness to technology-based interventions for dating violence prevention: A qualitative descriptive study. J Adolesc 2021; 92:137-151. [PMID: 34530185 DOI: 10.1016/j.adolescence.2021.08.012] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/12/2021] [Revised: 08/19/2021] [Accepted: 08/24/2021] [Indexed: 12/28/2022]
Abstract
INTRODUCTION Rural youth are twice as likely as urban youth to experience some forms of teen dating violence (TDV), and significant barriers to accessing support services for physical, psychological, sexual violence. However, rural youth remain understudied and undersampled. Rural young men, in particular, are at risk for experiencing or perpetrating dating violence influenced by regional and sociocultural risk factors that promote male supremacy ideals while also impeding male help-seeking. Technology-based interventions circumvent some of these risk factors by offering confidential and reliable support. This study investigates rural young males' acceptability of technology-based interventions for fostering healthy relationships and preventing dating abuse, including their preferences for intervention content and features. METHODS Three online focus groups (n = 14) and phone interviews (n = 13) were conducted with rural young males. Participants were stratified by age (15-17 and 18-24 year-olds). Most were White (81%) from the United States Midwest (65%). Semi-structured interview data were analyzed using Qualitative Description (QD), guided by the Unified Theory of Acceptance and Use of Technology (UTAUT). RESULTS Three themes identified were (1) Scarcity of Useful Resources, (2) Socio-Structural Challenges for Intervention Uptake, with two subthemes (2a) Rural-Specific Structural Barriers and (2b) Rural Masculinity Disrupting Help-seeking; (3) Finally, participants discussed Functionality and Design Needs, itemizing their intervention "must-have" in terms of content, resources, and features. CONCLUSION This qualitative study identified obstacles and facilitators to using technology-based interventions for dating violence prevention among young rural males and offers pragmatic "ready-to-use" recommendations for the development of technology-based anti-dating violence interventions for rural youth.
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Affiliation(s)
- Chuka N Emezue
- Rush University College of Nursing, Department of Women, Children and Family Nursing Chicago, IL, USA.
| | - Maithe Enriquez
- Sinclair School of Nursing, University of Missouri-Columbia, Missouri, USA.
| | - Debbie S Dougherty
- College of Arts and Science Communication, University of Missouri-Columbia, Missouri, USA.
| | - Linda F C Bullock
- Sinclair School of Nursing, University of Missouri-Columbia, Missouri, USA.
| | - Tina L Bloom
- School of Nursing, Notre Dame of Maryland University, Baltimore, MD, USA.
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18
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Schwarz A, Cardon G, Chastin S, Stragier J, De Marez L, DeSmet A. Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18147444. [PMID: 34299895 PMCID: PMC8305797 DOI: 10.3390/ijerph18147444] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Revised: 06/29/2021] [Accepted: 07/08/2021] [Indexed: 11/25/2022]
Abstract
Physical activity interventions for youth are direly needed given low adherence to physical activity guidelines, but many interventions suffer from low user engagement. Exergames that require bodily movement while played may provide an engaging form of physical activity intervention but are not perceived as engaging to all. This study aimed to evaluate whether dynamic tailoring in a narrative-driven mobile exergame for adolescents played in leisure settings, can create higher user engagement compared to a non-tailored exergame. A cluster-randomized controlled trial assessed differences in user engagement between a dynamically tailored (based on an accelerometer sensor integrated in a T-shirt) and non-tailored condition. In total, 94 participants (M age = 14.61 ± 1.93; 35% female) participated and were assigned to one of the two conditions. User engagement was measured via a survey and game metric data. User engagement was low in both conditions. Narrative sensation was higher in the dynamically tailored condition, but the non-tailored condition showed longer play-time. User suggestions to create a more appealing game included simple and more colorful graphics, avoiding technical problems, more variety and shorter missions and multiplayer options. Less cumbersome or more attractive sensing options than the smart T-shirt may offer a more engaging solution, to be tested in future research.
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Affiliation(s)
- Ayla Schwarz
- Consumption and Healthy Lifestyles, Faculty of Social Sciences, Wageningen University & Research, 6708 PB Wageningen, The Netherlands;
| | - Greet Cardon
- Department of Movement and Sport Sciences, Ghent University, 9000 Ghent, Belgium;
| | - Sebastien Chastin
- School of Health and Life Science, Caledonian University, Glasgow G4 0BA, UK;
| | - Jeroen Stragier
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium; (J.S.); (L.D.M.)
| | - Lieven De Marez
- IMEC-MICT, Department of Communication Sciences, Ghent University, 9000 Ghent, Belgium; (J.S.); (L.D.M.)
| | - Consortium SmartLife
- KnowledgeBizConsulting, and Faculdade de Ciências e Tecnologia, Universidade NOVA, 1099-085 Lisbon, Portugal;
| | - Ann DeSmet
- Research Center for the Promotion of Health, Prosocial Behavior and Wellbeing PACE, Faculty of Psychological and Educational Sciences, Université Libre de Bruxelles, 1050 Brussels, Belgium
- Department of Communication Studies, University of Antwerp, 2000 Antwerp, Belgium
- Correspondence: ; Tel.: +32-(26)-503282
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19
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Tomat N, Perovnik M, Vidmar G, van Midden V, Fabjan S, Hawlina H, Trol D, Holnthaner A, Krajnc S, Grešak M, Žerdin L, Vidmar J, Bresjanac M. Lay Public View of Neuroscience and Science-Based Brain Health Recommendations in Slovenia. Front Public Health 2021; 9:690421. [PMID: 34277550 PMCID: PMC8281117 DOI: 10.3389/fpubh.2021.690421] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2021] [Accepted: 05/31/2021] [Indexed: 12/22/2022] Open
Abstract
Background: Brain health is one of the cornerstones of a long and full life. Active care for brain health and reduction of lifestyle-related risks for brain disorders may be a key strategy in tackling the growing prevalence of mental and neurological illnesses. Public knowledge, perception, and preventive behavior need to be considered in the planning of effective strategies for brain health promotion. Our research is the first effort aimed at assessing Slovenian lay public knowledge, search and use of scientific information about the brain, and care for brain health. Methods: An online survey was used to gather data for descriptive and associative statistical analyses of a sample of the Slovenian public (n = 2568) in August 2017. Participants with formal brain-related education were excluded, leaving the remaining sample of the lay public (n = 1012). Demographic characteristics and information regarding the perceived importance and knowledge of brain health and engagement in preventive behaviors of participants were collected, and key associative analyses were carried out. Results: The majority of respondents (89%) considered brain health to be important. Over one-third (39%) considered their knowledge of the brain as sufficient relative to their needs. Most of the respondents identified science-recommended practices to be important for brain health. No recommendation was followed daily by the majority of the respondents, primarily due to declared lack of time (59%), and lack of information (32%). Information was obtained primarily from television (38%), followed by newspapers and magazines (31%), the Internet (31%), and direct conversations (27%). However, the highest-rated, preferred source of information was lectured by experts. One-third of our sample struggled with the trustworthiness of information sources. Female gender and older age were associated with a higher frequency of healthy practices. Personal or familial diagnoses of brain disorders were not associated with a higher frequency of the behavior in favor of brain health, but did affect available time and perceived value of preventive practices. Conclusions: Our research provides an initial insight into the perceptions, knowledge, and brain health-promoting behavior of the Slovenian lay public. Our findings can inform future strategies for science communication, public education and engagement, and policy-making to improve lifelong active care for brain health.
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Affiliation(s)
- Nastja Tomat
- Institute for the Deaf and Hard of Hearing Ljubljana, Ljubljana, Slovenia.,SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia
| | - Matej Perovnik
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia.,Department of Neurology, University Medical Center, Ljubljana, Slovenia.,Faculty of Medicine, University of Ljubljana, Ljubljana, Slovenia
| | - Gaj Vidmar
- Faculty of Medicine, University of Ljubljana, Ljubljana, Slovenia.,University Rehabilitation Institute, Ljubljana, Slovenia.,Faculty of Mathematics, Natural Sciences, and Information Technologies, University of Primorska, Koper, Slovenia
| | - Vesna van Midden
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia.,Department of Neurology, University Medical Center, Ljubljana, Slovenia
| | - Sara Fabjan
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia.,Department of Applied Kinesiology, Faculty of Health Sciences, University of Primorska, Koper, Slovenia
| | - Hana Hawlina
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia
| | - Dolores Trol
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia
| | - Alina Holnthaner
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia
| | | | - Maruša Grešak
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia
| | - Liza Žerdin
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia
| | | | - Mara Bresjanac
- SiNAPSA, Slovenian Neuroscience Association, Ljubljana, Slovenia.,Faculty of Medicine, University of Ljubljana, Ljubljana, Slovenia
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20
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Peter LJ, Schindler S, Sander C, Schmidt S, Muehlan H, McLaren T, Tomczyk S, Speerforck S, Schomerus G. Continuum beliefs and mental illness stigma: a systematic review and meta-analysis of correlation and intervention studies. Psychol Med 2021; 51:716-726. [PMID: 33827725 PMCID: PMC8108391 DOI: 10.1017/s0033291721000854] [Citation(s) in RCA: 73] [Impact Index Per Article: 18.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/05/2020] [Revised: 02/19/2021] [Accepted: 02/23/2021] [Indexed: 11/06/2022]
Abstract
BACKGROUND Promulgating a continuum model of mental health and mental illness has been proposed as a way to reduce stigma by decreasing notions of differentness. This systematic review and meta-analysis examines whether continuum beliefs are associated with lower stigma, and whether continuum interventions reduce stigma. METHODS Following a pre-defined protocol (PROSPERO: CRD42019123606), we searched three electronic databases (PubMed, Web of Science, and PsycINFO) yielding 6726 studies. After screening, we included 33 studies covering continuum beliefs, mental illness, and stigma. Of these, 13 studies were included in meta-analysis. RESULTS Continuum beliefs are consistently associated with lower stigma. Interventions were effective at manipulating continuum beliefs but differ in their effects on stigmatising attitudes. CONCLUSIONS We discuss whether and to what extent attitudes towards people with mental illness can be improved by providing information on a mental health-mental illness continuum. It appeared to be relevant whether interventions promoted a feeling of 'us' and a process of identification with the person with mental illness. We discuss implications for the design of future interventions.
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Affiliation(s)
- Lina-Jolien Peter
- Leipzig University, Medical Faculty, Department of Psychiatry and Psychotherapy, Leipzig, Germany
| | - Stephanie Schindler
- University of Leipzig Medical Center, Department of Psychiatry and Psychotherapy, Leipzig, Germany
| | - Christian Sander
- University of Leipzig Medical Center, Department of Psychiatry and Psychotherapy, Leipzig, Germany
| | - Silke Schmidt
- University of Greifswald, Institute of Psychology, Department of Health and Prevention, Greifswald, Germany
| | - Holger Muehlan
- University of Greifswald, Institute of Psychology, Department of Health and Prevention, Greifswald, Germany
| | - Thomas McLaren
- University of Greifswald, Institute of Psychology, Department of Health and Prevention, Greifswald, Germany
| | - Samuel Tomczyk
- University of Greifswald, Institute of Psychology, Department of Health and Prevention, Greifswald, Germany
| | - Sven Speerforck
- University of Leipzig Medical Center, Department of Psychiatry and Psychotherapy, Leipzig, Germany
| | - Georg Schomerus
- Leipzig University, Medical Faculty, Department of Psychiatry and Psychotherapy, Leipzig, Germany
- University of Leipzig Medical Center, Department of Psychiatry and Psychotherapy, Leipzig, Germany
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21
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Wannheden C, Stenfors T, Stenling A, von Thiele Schwarz U. Satisfied or Frustrated? A Qualitative Analysis of Need Satisfying and Need Frustrating Experiences of Engaging With Digital Health Technology in Chronic Care. Front Public Health 2021; 8:623773. [PMID: 33585391 PMCID: PMC7873956 DOI: 10.3389/fpubh.2020.623773] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2020] [Accepted: 12/31/2020] [Indexed: 12/15/2022] Open
Abstract
Introduction: Digital health technologies such as self-monitoring devices and apps are becoming increasingly important as tools to promote healthy habits and support individuals in their self-care. There is still a scarcity of research that builds on motivational theory to better understand the functioning of digital health technologies. The self-determination theory (SDT) is a macro theory of motivation that delineates three basic psychological needs that are linked to different types of motivation and lead to well-being when satisfied and illbeing when frustrated. Objective: To explore how the use of a digital tool for self-monitoring and communication with healthcare satisfies or frustrates basic psychological needs across four spheres of user experience: interface, task, behavior, and life. Methods: The study was conducted in a Swedish primary care setting with individuals who participated in a pilot study of a digital health intervention for self-monitoring in chronic care management. Data from a follow-up survey with participants 7 months after recruitment were analyzed using a thematic approach mixing inductive and deductive analysis. The unit of analysis is based on a total of 642 individual answers to seven open-ended questions, from 121 respondents. Results: The analysis identified positive and negative influences of self-monitoring and digital communication with healthcare on all three psychological needs. Three main findings are that: (1) data covered all four spheres of user experiences, but most user experiences concerned the behavior and task spheres; (2) satisfaction and frustration of competence needs was more prominent than influences on other needs; (3) the same experience may be perceived as both need frustrating and need satisfying, which suggests a tension that reflects individual differences. Conclusion: Designers of digital health technologies need to take into account basic psychological needs within all spheres of user experience, from interface to life in general. Because some features may be simultaneously experienced as satisfying and frustrating by different users, these types of tools need to be flexible to accommodate for variation of user experiences. Careful design considerations that take motivational theory into account would contribute to the transformation of care for individuals with chronic conditions.
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Affiliation(s)
- Carolina Wannheden
- Department of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden
| | - Terese Stenfors
- Department of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden
| | - Andreas Stenling
- Department of Psychology, Umeå University, Umeå, Sweden.,Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
| | - Ulrica von Thiele Schwarz
- Department of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden.,School of Health, Care and Social Welfare, Mälardalen University, Västerås, Sweden
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Buijs-Spanjers KR, Harmsen A, Hegge HH, Spook JE, de Rooij SE, Jaarsma DADC. The influence of a serious game's narrative on students' attitudes and learning experiences regarding delirium: an interview study. BMC MEDICAL EDUCATION 2020; 20:289. [PMID: 32873285 PMCID: PMC7465326 DOI: 10.1186/s12909-020-02210-5] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/27/2020] [Accepted: 08/25/2020] [Indexed: 05/15/2023]
Abstract
BACKGROUND Delirium is a neuropsychiatric syndrome that affects patients' attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of effective delirium education. Serious games are both entertainment and an interactive, safe learning environment where players can experiment and create new knowledge. They have the potential to contribute to improved delirium education. We used a video-based serious games' narrative to explore aspects essential to enhance students' attitudes and learning experiences regarding delirium. METHODS We created a semi-structured interview guide and interviewed seven nursing and nine medical students about their attitudes and learning experiences, after they had played the game. A qualitative descriptive design and inductive content analysis with constant comparison were used. RESULTS The patient's and nurse's perspective, interactivity to experiment, realistic views on care options, and feedback on care actions were important for enhancing students' attitudes and learning experiences regarding delirium. Students felt these aspects encouraged them to get actively involved in and experiment with the study material, which in turn led to enhanced reflection on delirium care and education. Our findings highlight the importance of a more patient-oriented focus to delirium education to drive attitudinal change. Students' learning experiences were further enhanced through their affective responses provoked by the perspectives, interactivity, realism, and feedback. CONCLUSIONS Students considered the characters' perspectives, interactivity, realism, and feedback important aspects of the game to enhance their attitudes towards delirious patients and enrich their learning experiences. A patient-oriented narrative provides a clinically relevant experience in which reflection plays an important role. The serious game also serves as medium to actively experiment with care solutions to create better understanding of how healthcare professionals can influence a delirious patient's experience.
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Affiliation(s)
- Kiki R Buijs-Spanjers
- Department of Geriatric Medicine, University of Groningen, University Medical Center Groningen, PO Box 30001, HPC: AA43, Groningen, 9700 RB, The Netherlands.
- Center for Education Development and Research in Health Professions, LEARN, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands.
| | - Anne Harmsen
- Strategic Communication Group, Wageningen University, Wageningen, The Netherlands
| | - Harianne H Hegge
- Department of Geriatric Medicine, University of Groningen, University Medical Center Groningen, PO Box 30001, HPC: AA43, Groningen, 9700 RB, The Netherlands
- Center for Education Development and Research in Health Professions, LEARN, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands
| | - Jorinde E Spook
- Strategic Communication Group, Wageningen University, Wageningen, The Netherlands
| | - Sophia E de Rooij
- Department of Geriatric Medicine, University of Groningen, University Medical Center Groningen, PO Box 30001, HPC: AA43, Groningen, 9700 RB, The Netherlands
- Medical School Twente, Medical Spectrum Twente, Enschede, The Netherlands
| | - Debbie A D C Jaarsma
- Center for Education Development and Research in Health Professions, LEARN, University of Groningen, University Medical Center Groningen, Groningen, The Netherlands
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