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,...

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Publicado en:Gerontechnology Vol. 22; no. 1; pp. 1 - 13
Autores principales: Ruggiero, Laurie, Chebli, Perla, Froukh, Saja, Castillo, Amparo, Seltzer, Erica D., Odoms-Young, Angela
Formato: research tables/charts randomized controlled trial Journal Article
Publicado: International Society for Gerontechnology 2023
Acceso en línea:Ver este registro en EBSCOhost
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      dt: 2023
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      pub: International Society for Gerontechnology
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        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
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