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      Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial

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          Abstract

          Background

          Regular physical activity (PA) is an essential component of a successful type 2 diabetes treatment. However, despite the manifest evidence for the numerous health benefits of regular PA, most patients with type 2 diabetes remain inactive, often due to low motivation and lack of PA enjoyment. A recent and promising approach to help overcome these PA barriers and motivate inactive individuals to change their PA behavior is PA-promoting smartphone games. While short-term results of these games are encouraging, the long-term success in effectively changing PA behavior has to date not been confirmed. It is possible that an insufficient incorporation of motivational elements or flaws in gameplay and storyline in these games affect the long-term motivation to play and thereby prevent sustained changes in PA behavior. We aimed to address these design challenges by developing a PA-promoting smartphone game that incorporates established behavior change techniques and specifically targets inactive type 2 diabetes patients.

          Objective

          To investigate if a self-developed, behavior change technique-based smartphone game designed by an interdisciplinary team is able to motivate inactive individuals with type 2 diabetes for regular use and thereby increase their intrinsic PA motivation.

          Methods

          Thirty-six inactive, overweight type 2 diabetes patients (45-70 years of age) were randomly assigned to either the intervention group or the control group (one-time lifestyle counseling). Participants were instructed to play the smartphone game or to implement the recommendations from the lifestyle counseling autonomously during the 24-week intervention period. Intrinsic PA motivation was assessed with an abridged 12-item version of the Intrinsic Motivation Inventory (IMI) before and after the intervention. In addition, adherence to the game-proposed PA recommendations during the intervention period was assessed in the intervention group via the phone-recorded game usage data.

          Results

          Intrinsic PA motivation (IMI total score) increased significantly in the intervention group (+6.4 (SD 4.2; P<.001) points) while it decreased by 1.9 (SD 16.5; P=.623) points in the control group. The adjusted difference between both groups was 8.1 (95% CI 0.9, 15.4; P=.029) points. The subscales “interest/enjoyment” (+2.0 (SD 1.9) points, P<.001) and “perceived competence” (+2.4 (SD 2.4) points, P<.001) likewise increased significantly in the intervention group while they did not change significantly in the control group. The usage data revealed that participants in the intervention group used the game for an average of 131.1 (SD 48.7) minutes of in-game walking and for an average of 15.3 (SD 24.6) minutes of strength training per week. We found a significant positive association between total in-game training (min) and change in IMI total score (beta=0.0028; 95% CI 0.0007-0.0049; P=.01).

          Conclusions

          In inactive individuals with type 2 diabetes, a novel smartphone game incorporating established motivational elements and personalized PA recommendations elicits significant increases in intrinsic PA motivation that are accompanied by de-facto improvements in PA adherence over 24 weeks.

          Trial Registration

          ClinicalTrials.gov NCT02657018; https://clinicaltrials.gov/ct2/show/NCT02657018

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          Most cited references26

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          The Motivational Pull of Video Games: A Self-Determination Theory Approach

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            Statistics notes: Analysing controlled trials with baseline and follow up measurements.

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              Physical activity in U.S. adults with diabetes and at risk for developing diabetes, 2003.

              Given the risk of obesity and diabetes in the U.S., and clear benefit of exercise in disease prevention and management, this study aimed to determine the prevalence of physical activity among adults with and at risk for diabetes. The Medical Expenditure Panel Survey is a nationally representative survey of the U.S. population. In the 2003 survey, 23,283 adults responded when asked about whether they were physically active (moderate or vigorous activity, > or =30 min, three times per week). Information on sociodemographic characteristics and health conditions were self-reported. Additional type 2 diabetes risk factors examined were age > or =45 years, non-Caucasian ethnicity, BMI > or =25 kg/m(2), hypertension, and cardiovascular disease. A total of 39% of adults with diabetes were physically active versus 58% of adults without diabetes. The proportion of active adults without diabetes declined as the number of risk factors increased until dropping to similar rates as people with diabetes. After adjustment for sociodemographic and clinical factors, the strongest correlates of being physically active were income level, limitations in physical function, depression, and severe obesity (BMI > or =40 kg/m(2)). Several traditional predictors of activity (sex, education level, and having received past advice from a health professional to exercise more) were not evident among respondents with diabetes. The majority of patients with diabetes or at highest risk for developing type 2 diabetes do not engage in regular physical activity, with a rate significantly below national norms. There is a great need for efforts to target interventions to increase physical activity in these individuals.
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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Jan-Mar 2019
                13 February 2019
                : 7
                : 1
                : e11444
                Affiliations
                [1 ] Department of Sport, Exercise and Health University of Basel Basel Switzerland
                [2 ] Pennington Biomedical Research Center Baton Rouge, LA United States
                [3 ] Centre for Design Innovation Swinburne University of Technology Melbourne Australia
                Author notes
                Corresponding Author: Arno Schmidt-Trucksäss arno.schmidt-trucksaess@ 123456unibas.ch
                Author information
                http://orcid.org/0000-0003-2007-3007
                http://orcid.org/0000-0001-9028-7110
                http://orcid.org/0000-0002-0180-8437
                http://orcid.org/0000-0002-2994-8570
                http://orcid.org/0000-0002-7872-2607
                http://orcid.org/0000-0002-4662-3911
                Article
                v7i1e11444
                10.2196/11444
                6391647
                30758293
                8e250a2c-98e7-4376-9bfd-c7f3a2bedd77
                ©Christoph Höchsmann, Denis Infanger, Christopher Klenk, Karsten Königstein, Steffen P Walz, Arno Schmidt-Trucksäss. Originally published in JMIR Serious Games (http://games.jmir.org), 13.02.2019.

                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 Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org.as well as this copyright and license information must be included.

                History
                : 10 July 2018
                : 7 October 2018
                : 19 November 2018
                : 9 December 2018
                Categories
                Original Paper
                Original Paper

                behavior change,exercise adherence,gamification,intrinsic motivation,mhealth,mobile phone game,physical activity,type 2 diabetes

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