Cargando…
Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial
BACKGROUND: Physical activity (PA) has an impact on physical and mental health in neurotypical populations, and addressing these variables may improve the prevalent burden of anxiety in adults with autism spectrum disorder (ASD). Gamified mobile apps using behavior change techniques present a promis...
Autores principales: | , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9377470/ https://www.ncbi.nlm.nih.gov/pubmed/35900808 http://dx.doi.org/10.2196/35701 |
_version_ | 1784768344399806464 |
---|---|
author | Lee, Daehyoung Frey, Georgia C Cothran, Donetta J Harezlak, Jaroslaw Shih, Patrick C |
author_facet | Lee, Daehyoung Frey, Georgia C Cothran, Donetta J Harezlak, Jaroslaw Shih, Patrick C |
author_sort | Lee, Daehyoung |
collection | PubMed |
description | BACKGROUND: Physical activity (PA) has an impact on physical and mental health in neurotypical populations, and addressing these variables may improve the prevalent burden of anxiety in adults with autism spectrum disorder (ASD). Gamified mobile apps using behavior change techniques present a promising way of increasing PA and reducing sedentary time, thus reducing anxiety in adults with ASD. OBJECTIVE: This study aimed to compare the effectiveness of a gamified and behavior change technique–based mobile app, PuzzleWalk, versus a commercially available app, Google Fit, on increasing PA and reducing sedentary time as an adjunct anxiety treatment for this population. METHODS: A total of 24 adults with ASD were assigned to either the PuzzleWalk or Google Fit group for 5 weeks using a covariate-adaptive randomization design. PA and anxiety were assessed over 7 days at 3 different data collection periods (ie, baseline, intervention start, and intervention end) using triaxial accelerometers and the Beck Anxiety Inventory. Group differences in outcome variables were assessed using repeated-measures analysis of covariance, adjusting for age, sex, and BMI. RESULTS: The findings indicated that the PuzzleWalk group spent a significantly longer amount of time on app use compared with the Google Fit group (F(2,38)=5.07; P=.01; partial η(2)=0.21), whereas anxiety was unfavorably associated with increases in light PA and decreases in sedentary time after intervention (all P<.05). CONCLUSIONS: Further research is needed to clarify the determinants of physical and mental health and their interrelationship in adults with ASD to identify the factors that facilitate the use and adoption of mobile health technologies in these individuals. Despite these mixed results, the small changes in PA or anxiety may be clinically significant for adults with ASD. TRIAL REGISTRATION: ClinicalTrials.gov NCT05466617; https://clinicaltrials.gov/show/NCT05466617 |
format | Online Article Text |
id | pubmed-9377470 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-93774702022-08-16 Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial Lee, Daehyoung Frey, Georgia C Cothran, Donetta J Harezlak, Jaroslaw Shih, Patrick C JMIR Form Res Original Paper BACKGROUND: Physical activity (PA) has an impact on physical and mental health in neurotypical populations, and addressing these variables may improve the prevalent burden of anxiety in adults with autism spectrum disorder (ASD). Gamified mobile apps using behavior change techniques present a promising way of increasing PA and reducing sedentary time, thus reducing anxiety in adults with ASD. OBJECTIVE: This study aimed to compare the effectiveness of a gamified and behavior change technique–based mobile app, PuzzleWalk, versus a commercially available app, Google Fit, on increasing PA and reducing sedentary time as an adjunct anxiety treatment for this population. METHODS: A total of 24 adults with ASD were assigned to either the PuzzleWalk or Google Fit group for 5 weeks using a covariate-adaptive randomization design. PA and anxiety were assessed over 7 days at 3 different data collection periods (ie, baseline, intervention start, and intervention end) using triaxial accelerometers and the Beck Anxiety Inventory. Group differences in outcome variables were assessed using repeated-measures analysis of covariance, adjusting for age, sex, and BMI. RESULTS: The findings indicated that the PuzzleWalk group spent a significantly longer amount of time on app use compared with the Google Fit group (F(2,38)=5.07; P=.01; partial η(2)=0.21), whereas anxiety was unfavorably associated with increases in light PA and decreases in sedentary time after intervention (all P<.05). CONCLUSIONS: Further research is needed to clarify the determinants of physical and mental health and their interrelationship in adults with ASD to identify the factors that facilitate the use and adoption of mobile health technologies in these individuals. Despite these mixed results, the small changes in PA or anxiety may be clinically significant for adults with ASD. TRIAL REGISTRATION: ClinicalTrials.gov NCT05466617; https://clinicaltrials.gov/show/NCT05466617 JMIR Publications 2022-07-28 /pmc/articles/PMC9377470/ /pubmed/35900808 http://dx.doi.org/10.2196/35701 Text en ©Daehyoung Lee, Georgia C Frey, Donetta J Cothran, Jaroslaw Harezlak, Patrick C Shih. Originally published in JMIR Formative Research (https://formative.jmir.org), 28.07.2022. 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 Lee, Daehyoung Frey, Georgia C Cothran, Donetta J Harezlak, Jaroslaw Shih, Patrick C Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial |
title | Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial |
title_full | Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial |
title_fullStr | Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial |
title_full_unstemmed | Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial |
title_short | Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults With Autism Spectrum Disorder: Feasibility Randomized Controlled Trial |
title_sort | effects of a gamified, behavior change technique–based mobile app on increasing physical activity and reducing anxiety in adults with autism spectrum disorder: feasibility randomized controlled trial |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9377470/ https://www.ncbi.nlm.nih.gov/pubmed/35900808 http://dx.doi.org/10.2196/35701 |
work_keys_str_mv | AT leedaehyoung effectsofagamifiedbehaviorchangetechniquebasedmobileapponincreasingphysicalactivityandreducinganxietyinadultswithautismspectrumdisorderfeasibilityrandomizedcontrolledtrial AT freygeorgiac effectsofagamifiedbehaviorchangetechniquebasedmobileapponincreasingphysicalactivityandreducinganxietyinadultswithautismspectrumdisorderfeasibilityrandomizedcontrolledtrial AT cothrandonettaj effectsofagamifiedbehaviorchangetechniquebasedmobileapponincreasingphysicalactivityandreducinganxietyinadultswithautismspectrumdisorderfeasibilityrandomizedcontrolledtrial AT harezlakjaroslaw effectsofagamifiedbehaviorchangetechniquebasedmobileapponincreasingphysicalactivityandreducinganxietyinadultswithautismspectrumdisorderfeasibilityrandomizedcontrolledtrial AT shihpatrickc effectsofagamifiedbehaviorchangetechniquebasedmobileapponincreasingphysicalactivityandreducinganxietyinadultswithautismspectrumdisorderfeasibilityrandomizedcontrolledtrial |