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Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial

BACKGROUND: Mobile games can be effective and motivating tools for promoting children’s health. OBJECTIVE: We aimed to determine the comparative use of 2 prototype serious games for health and assess their effects on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T...

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Autores principales: Maddison, Ralph, Baghaei, Nilufar, Calder, Amanda, Murphy, Rinki, Parag, Varsha, Heke, Ihirangi, Dobson, Rosie, Marsh, Samantha
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9250061/
https://www.ncbi.nlm.nih.gov/pubmed/35713955
http://dx.doi.org/10.2196/33089
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author Maddison, Ralph
Baghaei, Nilufar
Calder, Amanda
Murphy, Rinki
Parag, Varsha
Heke, Ihirangi
Dobson, Rosie
Marsh, Samantha
author_facet Maddison, Ralph
Baghaei, Nilufar
Calder, Amanda
Murphy, Rinki
Parag, Varsha
Heke, Ihirangi
Dobson, Rosie
Marsh, Samantha
author_sort Maddison, Ralph
collection PubMed
description BACKGROUND: Mobile games can be effective and motivating tools for promoting children’s health. OBJECTIVE: We aimed to determine the comparative use of 2 prototype serious games for health and assess their effects on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T2D). METHODS: A 3-arm parallel pilot randomized controlled trial was undertaken to determine the feasibility and preliminary effectiveness of 2 serious games. Feasibility aspects included recruitment, participant attitudes toward the games, the amount of time the participants played each game at home, and the effects of the games on healthy lifestyle and T2D knowledge. Participants were allocated to play Diabetic Jumper (n=7), Ari and Friends (n=8), or a control game (n=8). All participants completed healthy lifestyle and T2D knowledge questionnaires at baseline, immediately after game play, and 4 weeks after game play. Game attitudes and preferences were also assessed. The primary outcome was the use of the game (specifically, the number of minutes played over 4 weeks). RESULTS: In terms of feasibility, we were unable to recruit our target of 60 participants. In total, 23 participants were recruited. Participants generally viewed the games positively. There were no statistical differences in healthy lifestyle knowledge or diabetes knowledge over time or across games. Only 1 participant accessed the game for an extended period, playing the game for a total of 33 min over 4 weeks. CONCLUSIONS: It was not feasible to recruit the target sample for this trial. The 2 prototype serious games were unsuccessful at sustaining long-term game play outside a clinic environment. Based on positive participant attitudes toward the games, it is possible to use these games or similar games as short-term stimuli to engage young people with healthy lifestyle and diabetes knowledge in a clinic setting; however, future research is required to explore this area. TRIAL REGISTRATION: Australia New Zealand Clinical Trials Registry ACTRN12619000380190; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=377123
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spelling pubmed-92500612022-07-03 Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial Maddison, Ralph Baghaei, Nilufar Calder, Amanda Murphy, Rinki Parag, Varsha Heke, Ihirangi Dobson, Rosie Marsh, Samantha JMIR Form Res Original Paper BACKGROUND: Mobile games can be effective and motivating tools for promoting children’s health. OBJECTIVE: We aimed to determine the comparative use of 2 prototype serious games for health and assess their effects on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T2D). METHODS: A 3-arm parallel pilot randomized controlled trial was undertaken to determine the feasibility and preliminary effectiveness of 2 serious games. Feasibility aspects included recruitment, participant attitudes toward the games, the amount of time the participants played each game at home, and the effects of the games on healthy lifestyle and T2D knowledge. Participants were allocated to play Diabetic Jumper (n=7), Ari and Friends (n=8), or a control game (n=8). All participants completed healthy lifestyle and T2D knowledge questionnaires at baseline, immediately after game play, and 4 weeks after game play. Game attitudes and preferences were also assessed. The primary outcome was the use of the game (specifically, the number of minutes played over 4 weeks). RESULTS: In terms of feasibility, we were unable to recruit our target of 60 participants. In total, 23 participants were recruited. Participants generally viewed the games positively. There were no statistical differences in healthy lifestyle knowledge or diabetes knowledge over time or across games. Only 1 participant accessed the game for an extended period, playing the game for a total of 33 min over 4 weeks. CONCLUSIONS: It was not feasible to recruit the target sample for this trial. The 2 prototype serious games were unsuccessful at sustaining long-term game play outside a clinic environment. Based on positive participant attitudes toward the games, it is possible to use these games or similar games as short-term stimuli to engage young people with healthy lifestyle and diabetes knowledge in a clinic setting; however, future research is required to explore this area. TRIAL REGISTRATION: Australia New Zealand Clinical Trials Registry ACTRN12619000380190; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=377123 JMIR Publications 2022-06-17 /pmc/articles/PMC9250061/ /pubmed/35713955 http://dx.doi.org/10.2196/33089 Text en ©Ralph Maddison, Nilufar Baghaei, Amanda Calder, Rinki Murphy, Varsha Parag, Ihirangi Heke, Rosie Dobson, Samantha Marsh. Originally published in JMIR Formative Research (https://formative.jmir.org), 17.06.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on https://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Maddison, Ralph
Baghaei, Nilufar
Calder, Amanda
Murphy, Rinki
Parag, Varsha
Heke, Ihirangi
Dobson, Rosie
Marsh, Samantha
Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
title Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
title_full Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
title_fullStr Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
title_full_unstemmed Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
title_short Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
title_sort feasibility of using games to improve healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes: pilot randomized controlled trial
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9250061/
https://www.ncbi.nlm.nih.gov/pubmed/35713955
http://dx.doi.org/10.2196/33089
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