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Title:

Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes

Document type:
Zeitschriftenaufsatz
Author(s):
Höchsmann, Christoph; Müller, Olivia; Ambühl, Muriel; Klenk, Christopher; Königstein, Karsten; Infanger, Denis; Walz, Steffen P.; Schmidt-Trucksäss, Arno
Abstract:
Introduction: Many type 2 diabetes patients show insufficient levels of physical activity and are often unmotivated to change physical activity behaviors. This study investigated whether a newly developed smartphone game delivering individualized exercise and physical activity promotion through an elaborate storyline can generate sustained improvements in daily physical activity (steps/day). Study design: Thirty-six participants were enrolled in this 24-week RCT between August 2016 and April 2018. After baseline assessment, participants were randomized in equal numbers to the intervention or control condition. Data analysis was performed in May-June 2018. Setting/participants: Inactive, overweight type 2 diabetes patients, aged 45-70 years, were recruited through advertising and from hospitals and diabetes care centers in the Basel, Switzerland, metropolitan area. Intervention: Participants were instructed to play the innovative smartphone game (intervention group) or to implement the recommendations from the baseline lifestyle counseling (control group) autonomously during the 24-week intervention period. Main outcome measures: Primary outcomes were changes in daily physical activity (steps/day); changes in aerobic capacity, measured as oxygen uptake at the first ventilatory threshold; and changes in glycemic control, measured as HbA1c. Results: Daily physical activity increased by an average of 3,998 (SD=1,293) steps/day in the intervention group and by an average of 939 (SD=1,156) steps/day in the control group. The adjusted difference between the two groups was 3,128 steps/day (95% CI=2,313, 3,943, p<0.001). The increase in daily physical activity was accompanied by an improved aerobic capacity (adjusted difference of oxygen uptake at the first ventilatory threshold of 1.9 mL/(kg·min), 95% CI=0.9, 2.9, p<0.001). Glycemic control (HbA1c) did not change over the course of the intervention. Conclusions: A novel, self-developed smartphone game, delivering multidimensional home-based exercise and physical activity promotion, significantly increases daily physical activity (steps/day) and aerobic capacity in inactive type 2 diabetes patients after 24 weeks. The ability of the game to elicit a sustained physical activity motivation may be relevant for other inactive target groups with chronic diseases.
Dewey Decimal Classification:
570 Biowissenschaften, Biologie; 610 Medizin und Gesundheit; 790 Sport, Spiele, Unterhaltung
Journal title:
American Journal of Preventive Medicine
Year:
2019
Journal volume:
57
Journal issue:
1
Pages contribution:
41-50
Reviewed:
ja
Language:
en
Fulltext / DOI:
doi:10.1016/j.amepre.2019.02.017
Pubmed ID:
http://view.ncbi.nlm.nih.gov/pubmed/31128953
Publisher:
Elsevier BV
E-ISSN:
0749-3797
Impact Factor:
6,604
Scimago Quartil:
Q1
Submitted:
02.08.2018
Accepted:
01.02.2019
Date of publication:
01.07.2019
Semester:
WS 18-19
TUM Institution:
Professur für Bewegung, Ernährung und Gesundheit
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