2019
DOI: 10.1016/j.amepre.2019.02.017
|View full text |Cite
|
Sign up to set email alerts
|

Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

2
87
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
7
1

Relationship

1
7

Authors

Journals

citations
Cited by 51 publications
(100 citation statements)
references
References 33 publications
2
87
0
Order By: Relevance
“…Most frameworks focused on mechanics of specific interventions (simulation theory [ 33 ], cognitive training reorganization on brain network infrastructure [ 34 ], spaced education [ 35 ], neurofeedback for pain control [ 36 ], integrative rehabilitation [ 31 ], and self-management [ 33 , 37 ]). Other frameworks focused on intervention development (intervention mapping approach [ 38 ] and Gagne’s instruction strategies [ 39 ]) and rationales for serious game features (behavioral economics [ 40 , 41 ], dual-task training [ 32 ], narrative transportation theory [ 42 ], self-determination theory [ 42 - 44 ], and behavior change theory [ 43 , 44 ]).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Most frameworks focused on mechanics of specific interventions (simulation theory [ 33 ], cognitive training reorganization on brain network infrastructure [ 34 ], spaced education [ 35 ], neurofeedback for pain control [ 36 ], integrative rehabilitation [ 31 ], and self-management [ 33 , 37 ]). Other frameworks focused on intervention development (intervention mapping approach [ 38 ] and Gagne’s instruction strategies [ 39 ]) and rationales for serious game features (behavioral economics [ 40 , 41 ], dual-task training [ 32 ], narrative transportation theory [ 42 ], self-determination theory [ 42 - 44 ], and behavior change theory [ 43 , 44 ]).…”
Section: Resultsmentioning
confidence: 99%
“…This varied vastly from serious games meant to provide additional, novel, and meaningful support but otherwise not replacing an existing intervention, such as interventions focused on teaching self-management or coping skills. For example, Höchsmann et al [ 43 , 44 ] reported on their intervention—MOBIGAME—which aimed to reduce diabetes by engaging patients in an immersive, relaxing program focused on increasing physical activity, motivation, and adherence.…”
Section: Resultsmentioning
confidence: 99%
“…Such games have been developed and tested for other patient populations and can be used for patients with CVD; for example, a novel smartphone game for patients with type 2 diabetes has been shown to improve intrinsic physical activity motivation 13 and de facto physical activity, measured as steps per day over 24 weeks. 14 Self-care behaviour such as ‘body-listening’; that is, helping patients to recognise symptoms of angina, fainting, breathlessness or oedema might also be learned and practised through a serious game specially designed for this patient group. Furthermore, games can be instrumental in helping patients to train their decision-making skills and to realise what can happen when different decisions are made in response to symptoms.…”
Section: The Opportunities Of Serious Games In Prevention and Rehabilmentioning
confidence: 99%
“…These games are promising for patients with CVD and can improve their exercise capacity and energy expenditure. 14,16,17 Exergaming might be a feasible and safe supplementation to increase physical activity. Several characteristics, such as sensory stimuli or challenge, incorporated in exergaming could help make physical activity fun and engaging, while maintaining essential physical activity requirements.…”
Section: The Opportunities Of Serious Games In Prevention and Rehabilmentioning
confidence: 99%
“…For this reason, this study was at high risk for allocation concealment too. Four studies [38,43,44] were at high risk of bias for the 'blinding of outcome assessment' item because they measured PA using only self-reports. Six studies [33,37,43,44,49] were at high risk of bias for the 'incomplete outcome data' item because they reported high drop-out and did not included intention-to-threat analyses.…”
Section: Risk Of Biasmentioning
confidence: 99%