Adaptation of a health game for adults over 50 and examination of its acceptability, feasibility, and preliminary impact when implemented with a nutrition education intervention.
Background: Diabetes impacts greater than 37 million people in the United States. Adults over 45 years, racial-ethnic minorities, and those who are overweight or obese are at increased risk for type 2 diabetes mellitus (T2DM). Digital health games offer one innovative opportunity to engage, educate,...
| Publicado en: | Gerontechnology Vol. 22; no. 1; pp. 1 - 13 |
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| Autores principales: | , , , , , |
| Formato: | research tables/charts randomized controlled trial Journal Article |
| Publicado: |
International Society for Gerontechnology
2023
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=164559481&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 164559481 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15691101 904R jtl: Gerontechnology issn: 15691101 maglogo: N pubinfo: dt: 2023 vid: 22 iid: 1 pid: 54298 pub: International Society for Gerontechnology artinfo: ui: 164559481 164559481 164559481 10.4017/gt.2023.22.1.809.05 164559481 ppf: 1 ppct: 12 formats: tig: atl: Adaptation of a health game for adults over 50 and examination of its acceptability, feasibility, and preliminary impact when implemented with a nutrition education intervention. aug: au: Ruggiero, Laurie Chebli, Perla Froukh, Saja Castillo, Amparo Seltzer, Erica D. Odoms-Young, Angela affil: Behavioral Health and Nutrition, College of Health Sciences, University of Delaware, Newark, Delaware, USA sug: subj: Diabetes Mellitus, Type 2 Prevention and Control Adaptation, Psychological Nutrition Education Methods Program Implementation Exergames Utilization African Americans Patient Attitudes Health Behavior Human Funding Source Middle Age Aged Aged, 80 and Over United States Digital Health Pilot Studies Multimethod Studies Exploratory Research Interviews Focus Groups Random Assignment Randomized Controlled Trials Male Female Descriptive Statistics Feedback Food Habits Physical Activity Diabetes Mellitus, Type 2 Risk Factors Diabetes Mellitus, Type 2 Epidemiology Risk Assessment Games Utilization Middle Aged: 45-64 years Aged: 65+ years Aged, 80 & over Male Female ab: Background: Diabetes impacts greater than 37 million people in the United States. Adults over 45 years, racial-ethnic minorities, and those who are overweight or obese are at increased risk for type 2 diabetes mellitus (T2DM). Digital health games offer one innovative opportunity to engage, educate, and motivate adults at risk for T2DM about healthy lifestyle changes. Objective: Describe the adaptation of an educational exergame for adults over 50 and examine feasibility, acceptability, and implementation within a health education intervention in African American adults at risk for T2DM. Method: Mixed methods were used: exploratory adaptation phase involving expert interviews and constituent focus groups; a randomized two-group (nutrition workshop alone vs workshop plus game) pilot exploring adherence and preliminary outcomes (i.e., eating habits, physical activity level, body mass index); and a post-gameplay explanatory component examining acceptability and feasibility. Results: Exploratory phase findings identified areas for game adaptation, such as modifying graphics and adjusting movement to user preferences and abilities. The pilot sample included 24 African American women with T2DM risk factors (Mean age = 63.1). Preliminary outcomes suggest pre-post intervention changes in the direction of improvement for both groups; however, there were no statistically significant differences between groups. Intervention adherence was slightly higher for the game-plus workshop group. Acceptability and feasibility feedback of the game was generally positive. Conclusion: Constituent and expert input helped inform game adaptation. Preliminary outcomes and acceptability/feasibility feedback of game implementation within a health education intervention showed promise in engaging adults over 50 with T2DM risk factors about topics of healthy eating and physical activity. Continued research is suggested to develop/adapt health games to promote healthy lifestyle change in diverse older adults (e.g., adults over 65; racial-ethnic minority groups;) and to conduct large-scale studies to evaluate the impact of health games in diverse groups and settings. pubtype: Academic Journal doctype: research tables/charts randomized controlled trial Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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