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Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial

INTRODUCTION: Combating physical inactivity and reducing sitting time are one of the principal challenges proposed by public health systems. Gamification has been seen as an innovative, functional and motivating strategy to encourage patients to increase their physical activity (PA) and reduce seden...

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Autores principales: Cuesta-Vargas, Antonio I, Biró, Attila, Escriche-Escuder, Adrian, Trinidad-Fernández, Manuel, García-Conejo, Celia, Roldan-Jimenez, Cristina, Tang, Wen, Salvatore, Alfredo, Nikolova, Borjanka, Muro-Culebras, Antonio, Martín-Martín, Jaime, González-Sánchez, Manuel, Ruiz-Muñoz, María, Mayoral, Fermin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BMJ Publishing Group 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10277100/
https://www.ncbi.nlm.nih.gov/pubmed/37316318
http://dx.doi.org/10.1136/bmjopen-2022-066669
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author Cuesta-Vargas, Antonio I
Biró, Attila
Escriche-Escuder, Adrian
Trinidad-Fernández, Manuel
García-Conejo, Celia
Roldan-Jimenez, Cristina
Tang, Wen
Salvatore, Alfredo
Nikolova, Borjanka
Muro-Culebras, Antonio
Martín-Martín, Jaime
González-Sánchez, Manuel
Ruiz-Muñoz, María
Mayoral, Fermin
author_facet Cuesta-Vargas, Antonio I
Biró, Attila
Escriche-Escuder, Adrian
Trinidad-Fernández, Manuel
García-Conejo, Celia
Roldan-Jimenez, Cristina
Tang, Wen
Salvatore, Alfredo
Nikolova, Borjanka
Muro-Culebras, Antonio
Martín-Martín, Jaime
González-Sánchez, Manuel
Ruiz-Muñoz, María
Mayoral, Fermin
author_sort Cuesta-Vargas, Antonio I
collection PubMed
description INTRODUCTION: Combating physical inactivity and reducing sitting time are one of the principal challenges proposed by public health systems. Gamification has been seen as an innovative, functional and motivating strategy to encourage patients to increase their physical activity (PA) and reduce sedentary lifestyles through behaviour change techniques (BCT). However, the effectiveness of these interventions is not usually studied before their use. The main objective of this study will be to analyse the effectiveness of a gamified mobile application (iGAME) developed in the context of promoting PA and reducing sitting time with the BCT approach, as an intervention of secondary prevention in sedentary patients. METHODS AND ANALYSIS: A randomised clinical trial will be conducted among sedentary patients with one of these conditions: non-specific low back pain, cancer survivors and mild depression. The experimental group will receive a 12-week intervention based on a gamified mobile health application using BCT to promote PA and reduce sedentarism. Participants in the control group will be educated about the benefits of PA. The International Physical Activity Questionnaire will be considered the primary outcome. International Sedentary Assessment Tool, EuroQoL-5D, MEDRISK Instruments and consumption of Health System resources will be evaluated as secondary outcomes. Specific questionnaires will be administered depending on the clinical population. Outcomes will be assessed at baseline, at 6 weeks, at the end of the intervention (12 weeks), at 26 weeks and at 52 weeks. ETHICS AND DISSEMINATION: The study has been approved by the Portal de Ética de la Investigación Biomédica de Andalucía Ethics Committee (RCT-iGAME 24092020). All participants will be informed about the purpose and content of the study and written informed consent will be completed. The results of this study will be published in a peer-reviewed journal and disseminated electronically and in print. TRIAL REGISTRATION NUMBER: NCT04019119
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spelling pubmed-102771002023-06-19 Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial Cuesta-Vargas, Antonio I Biró, Attila Escriche-Escuder, Adrian Trinidad-Fernández, Manuel García-Conejo, Celia Roldan-Jimenez, Cristina Tang, Wen Salvatore, Alfredo Nikolova, Borjanka Muro-Culebras, Antonio Martín-Martín, Jaime González-Sánchez, Manuel Ruiz-Muñoz, María Mayoral, Fermin BMJ Open Health Informatics INTRODUCTION: Combating physical inactivity and reducing sitting time are one of the principal challenges proposed by public health systems. Gamification has been seen as an innovative, functional and motivating strategy to encourage patients to increase their physical activity (PA) and reduce sedentary lifestyles through behaviour change techniques (BCT). However, the effectiveness of these interventions is not usually studied before their use. The main objective of this study will be to analyse the effectiveness of a gamified mobile application (iGAME) developed in the context of promoting PA and reducing sitting time with the BCT approach, as an intervention of secondary prevention in sedentary patients. METHODS AND ANALYSIS: A randomised clinical trial will be conducted among sedentary patients with one of these conditions: non-specific low back pain, cancer survivors and mild depression. The experimental group will receive a 12-week intervention based on a gamified mobile health application using BCT to promote PA and reduce sedentarism. Participants in the control group will be educated about the benefits of PA. The International Physical Activity Questionnaire will be considered the primary outcome. International Sedentary Assessment Tool, EuroQoL-5D, MEDRISK Instruments and consumption of Health System resources will be evaluated as secondary outcomes. Specific questionnaires will be administered depending on the clinical population. Outcomes will be assessed at baseline, at 6 weeks, at the end of the intervention (12 weeks), at 26 weeks and at 52 weeks. ETHICS AND DISSEMINATION: The study has been approved by the Portal de Ética de la Investigación Biomédica de Andalucía Ethics Committee (RCT-iGAME 24092020). All participants will be informed about the purpose and content of the study and written informed consent will be completed. The results of this study will be published in a peer-reviewed journal and disseminated electronically and in print. TRIAL REGISTRATION NUMBER: NCT04019119 BMJ Publishing Group 2023-06-14 /pmc/articles/PMC10277100/ /pubmed/37316318 http://dx.doi.org/10.1136/bmjopen-2022-066669 Text en © Author(s) (or their employer(s)) 2023. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. https://creativecommons.org/licenses/by-nc/4.0/This is an open access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited, appropriate credit is given, any changes made indicated, and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/ (https://creativecommons.org/licenses/by-nc/4.0/) .
spellingShingle Health Informatics
Cuesta-Vargas, Antonio I
Biró, Attila
Escriche-Escuder, Adrian
Trinidad-Fernández, Manuel
García-Conejo, Celia
Roldan-Jimenez, Cristina
Tang, Wen
Salvatore, Alfredo
Nikolova, Borjanka
Muro-Culebras, Antonio
Martín-Martín, Jaime
González-Sánchez, Manuel
Ruiz-Muñoz, María
Mayoral, Fermin
Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial
title Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial
title_full Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial
title_fullStr Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial
title_full_unstemmed Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial
title_short Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial
title_sort effectiveness of a gamified digital intervention based on lifestyle modification (igame) in secondary prevention: a protocol for a randomised controlled trial
topic Health Informatics
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10277100/
https://www.ncbi.nlm.nih.gov/pubmed/37316318
http://dx.doi.org/10.1136/bmjopen-2022-066669
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