202 research outputs found
Development of âLvL UP 1.0â: a smartphone-based, conversational agent-delivered holistic lifestyle intervention for the prevention of non-communicable diseases and common mental disorders
BackgroundNon-communicable diseases (NCDs) and common mental disorders (CMDs) are the leading causes of death and disability worldwide. Lifestyle interventions via mobile apps and conversational agents present themselves as low-cost, scalable solutions to prevent these conditions. This paper describes the rationale for, and development of, âLvL UP 1.0âł, a smartphone-based lifestyle intervention aimed at preventing NCDs and CMDs.Materials and MethodsA multidisciplinary team led the intervention design process of LvL UP 1.0, involving four phases: (i) preliminary research (stakeholder consultations, systematic market reviews), (ii) selecting intervention components and developing the conceptual model, (iii) whiteboarding and prototype design, and (iv) testing and refinement. The Multiphase Optimization Strategy and the UK Medical Research Council framework for developing and evaluating complex interventions were used to guide the intervention development.ResultsPreliminary research highlighted the importance of targeting holistic wellbeing (i.e., both physical and mental health). Accordingly, the first version of LvL UP features a scalable, smartphone-based, and conversational agent-delivered holistic lifestyle intervention built around three pillars: Move More (physical activity), Eat Well (nutrition and healthy eating), and Stress Less (emotional regulation and wellbeing). Intervention components include health literacy and psychoeducational coaching sessions, daily âLife Hacksâ (healthy activity suggestions), breathing exercises, and journaling. In addition to the intervention components, formative research also stressed the need to introduce engagement-specific components to maximise uptake and long-term use. LvL UP includes a motivational interviewing and storytelling approach to deliver the coaching sessions, as well as progress feedback and gamification. Offline materials are also offered to allow users access to essential intervention content without needing a mobile device.ConclusionsThe development process of LvL UP 1.0 led to an evidence-based and user-informed smartphone-based intervention aimed at preventing NCDs and CMDs. LvL UP is designed to be a scalable, engaging, prevention-oriented, holistic intervention for adults at risk of NCDs and CMDs. A feasibility study, and subsequent optimisation and randomised-controlled trials are planned to further refine the intervention and establish effectiveness. The development process described here may prove helpful to other intervention developers
Revolutionizing Nutrition Education: Trends, Innovations, and Prospects in Learning Media
This comprehensive study conducts an in-depth analysis to explore the dynamic landscape of nutrition learning media research, aiming to delineate evolving trends, developmental trajectories, and their consequential implications. Employing bibliometric analysis and content analysis approaches, this research uncovers distinct publication patterns and citation behaviors, spotlighting pronounced trends catalyzed by the COVID-19 pandemic, a testament to the adaptability of educational systems. The study identifies a spectrum of learning media formats, encompassing applications, websites, and game-based platforms, while emphasizing the prevalence of experimental and design methodologies within the research paradigm. Keyword clusters elucidate strategies integrating technology and catering to diverse target audiences. In conclusion, nutrition education media plays a pivotal role in addressing health and sustainability challenges. The study advocates for ensuring equitable access to digital resources and advocates for fostering interdisciplinary collaboration as pivotal facets for future research endeavors. Ultimately, this research significantly contributes to enhancing nutrition literacy and underscores the transformative potential of technology-driven education in empowering informed dietary decisions and augmenting overall health outcomes.
A framework to influence the behavioural intention of adults to monitor their health using gamification: a case of discovery vitality in East London, South Africa.
The epidemic of overweight or obesity conditions has become a public health concern in South Africa, and signifies major challenges of chronic diseases affecting the healthcare sector. Recent years have noted the increasing prevalence of gamification and development across all age groups. The rapid adoption and use of gamification as a tool to improve adult motivation and engagement when monitoring their health and wellness is an essential form of health intervention. Gamification allows its users to keep track of their health in real time and encourages an active healthy lifestyle behaviour. Research has found that there are factors that may inhibit the behavioural intention of adults to use gamification for health monitoring in the long term. These factors include cost or membership fees associated with gamification that uses Discovery Vitality and privacy concerns. The main aim of this research study was to develop a framework to influence the behavioural intention of adults to monitor their health through gamification making use of Discovery Vitality as the case study. The self-determination theory was used as the theoretical framework to ensure continuance usage of gamification for sustained health monitoring. A qualitative research approach was chosen for this study. The purposive sampling technique was selected to identify 20 adults between the ages of 18-59 years that are members of Discovery Vitality in East London, South Africa. Interviews were conducted with the 20 participants to identify the factors that will influence their behavioural intention to make use of gamification to monitor their health. After data collection, thematic analysis was used to analyse the data and the data provided by the participants was organised and summarised into relevant themes to answer the main research question. The study developed a framework which incorporated the four constructs of the self-determination theory, namely perceived autonomy, competence, relatedness and satisfaction of basic psychological needs for sustained health monitoring. The study also developed the five factors influencing the behavioural intention of adults to continue using gamification for sustained health monitoring. These factors are known as: broad appeal, applicability and accessibility through mobile technology and pervasive sensors, development and accomplishment, employment of creativity and feedback, and lastly social influence and relatedness. The recognition of weight loss, tracking and monitoring of physical activities and medication adherence was found to positively influence the behavioural intention of adults to continuosly use gamification to monitor their health.Thesis (MCom) (Information Systems) -- University of Fort Hare, 202
A framework to influence the behavioural intention of adults to monitor their health using gamification: a case of discovery vitality in East London, South Africa.
The epidemic of overweight or obesity conditions has become a public health concern in South Africa, and signifies major challenges of chronic diseases affecting the healthcare sector. Recent years have noted the increasing prevalence of gamification and development across all age groups. The rapid adoption and use of gamification as a tool to improve adult motivation and engagement when monitoring their health and wellness is an essential form of health intervention. Gamification allows its users to keep track of their health in real time and encourages an active healthy lifestyle behaviour. Research has found that there are factors that may inhibit the behavioural intention of adults to use gamification for health monitoring in the long term. These factors include cost or membership fees associated with gamification that uses Discovery Vitality and privacy concerns. The main aim of this research study was to develop a framework to influence the behavioural intention of adults to monitor their health through gamification making use of Discovery Vitality as the case study. The self-determination theory was used as the theoretical framework to ensure continuance usage of gamification for sustained health monitoring. A qualitative research approach was chosen for this study. The purposive sampling technique was selected to identify 20 adults between the ages of 18-59 years that are members of Discovery Vitality in East London, South Africa. Interviews were conducted with the 20 participants to identify the factors that will influence their behavioural intention to make use of gamification to monitor their health. After data collection, thematic analysis was used to analyse the data and the data provided by the participants was organised and summarised into relevant themes to answer the main research question. The study developed a framework which incorporated the four constructs of the self-determination theory, namely perceived autonomy, competence, relatedness and satisfaction of basic psychological needs for sustained health monitoring. The study also developed the five factors influencing the behavioural intention of adults to continue using gamification for sustained health monitoring. These factors are known as: broad appeal, applicability and accessibility through mobile technology and pervasive sensors, development and accomplishment, employment of creativity and feedback, and lastly social influence and relatedness. The recognition of weight loss, tracking and monitoring of physical activities and medication adherence was found to positively influence the behavioural intention of adults to continuosly use gamification to monitor their health.Thesis (MCom) (Information Systems) -- University of Fort Hare, 202
Development of âLvL UPâ, a smartphone-based, conversational agent-delivered holistic lifestyle intervention for the prevention of non-communicable diseases and common mental disorders
Background: Non-communicable diseases (NCDs) and common mental disorders (CMDs) are the leading causes of death and disability worldwide. Lifestyle interventions via mobile apps and conversational agents present themselves as low-cost, scalable solutions to prevent these conditions. This paper describes the rationale for, and development of, âLvL UPâ, a digital lifestyle intervention aimed at preventing NCDs and CMDs.Materials and Methods: A multidisciplinary team led the intervention design process of LvL UP, involving four phases: (i) preliminary research (stakeholder consultations, systematic market reviews), (ii) selecting intervention components and developing the conceptual model, (iii) whiteboarding (prototype development), and (iv) testing and refinement. The Multiphase Optimization Strategy and the UK Medical Research Council framework for developing and evaluating complex interventions were used to guide the intervention development.Results: The first version of LvL UP features a scalable, smartphone-based, and conversational agent-delivered holistic lifestyle intervention built around three pillars: Move More (physical activity), Eat Well (nutrition and healthy eating), and Stress Less (emotional regulation and wellbeing). Intervention components include health literacy and psychoeducational coaching sessions, daily "Life Hacksâ (healthy activity suggestions), breathing exercises, and journaling. Engagement components involve motivational interviewing and storytelling to deliver the coaching sessions, as well as progress feedback and gamification. Offline materials are also offered to allow users access to essential intervention content without needing a digital device.Conclusions: The development process of LvL UP led to an evidence-based and user-informed digital health intervention aimed at preventing NCDs and CMDs. LvL UP is designed to be a scalable, engaging, prevention-oriented, holistic intervention for adults at risk of NCDs and CMDs. A feasibility study, and subsequent optimisation and randomised-controlled trials are planned to further refine the intervention and establish effectiveness. The development process described here may prove helpful to other intervention developers
The evaluation of social media to increase engagement rate, reach and health education: the case for WoW!
Introduction: In 2021, South Africans had a 51.9 percent chance of dying from an NCD. The Western Cape on Wellness (WoW!) program advocates for wellness, through partnership, innovation and policy, including health in communities, worksites and schools. Increasing knowledge and awareness regarding health behaviors and NCD risk factors is an important pathway in preventing and mitigating the problem at hand through a combination of structural and social policy change. Social media provides an unprecedented opportunity and innovative way to provide a solution to the problem. The internet has increasingly become a popular source of health information by connecting individuals with health content, experts, and support. Aim & Objective: To use a social media campaign with expert knowledge to change healthy lifestyle actions and increase health knowledge and engagement in a para-social western cape on wellness social media group. Methods: A mixed methods quantitative and qualitative analysis was undertaken to assess key messages, which were publicly available on the WoW! Facebook group. 60 lifestyle messages were posted on the WoW! Facebook group 5 times a week from Monday through to Friday. Each message was disseminated by a moderator and followed a theme for the day. Three icons were used to measure levels of participant engagement likes, shares, comments. Associated comments were extracted and coded using a codebook based on items from the supportive accountability model and peer social support analysis. The identified search material was reviewed allowing removal of any personally identifying or geographical material in order that that the comments were rendered anonymous. One âway ANOVA was performed to determine whether level of likes, shares and comments differed between posts. One-way ANOVA was performed to determine whether level of engagement differed between post types, with TukeyâKramer test used to determine post hoc differences. An independent samples t-test was conducted to determine whether total engagement differed between moderator initiated posts and Facebook user-initiated posts. Results: The most common form of engagement was "likes," and engagement was higher for moderator initiated rather than participant-initiated posts. Overall traffic to the page increased over the 3 month period from 1083 WoW! Facebook users to 1300. Likes were the most common and easiest form of engagement (M=7.6, SD 9.8) with comments being the lowest (m=0.81, SD 2.3). The most engaged with and resonative messages were the #transformationthursday posts. Empirically physical activity behaviour and change in eating patterns did increase over time. The 7 main themes that were identified constituted 53.3% (112/210) of all comments in the pre and during campaign analyses. The most prevalent theme was social cohesion and connectedness at 29% (33/112). The least common theme was developing professional communication and organisational support at 4.5% (5/112). Overall, there were more comments before the campaign (n=63), than during (n=49). In terms of Geographical proximity most of the comments and posts came from participants in the Metro (58.3%) and rural districts Paarl (48.3%) and George (40%). A proximal or virtual tie to a place adds connection and thus value to the information. Conclusion: The favourable results of the WoW! Facebook campaign shows promise for future social media-driven health campaigns to educate and prevent lifestyle related chronic conditions. Social media content for knowledge sharing should be created through a well-intentioned process with the support of moderators to facilitate the conversation and drive engagement
Mobile health data: investigating the data used by an mHealth app using different mobile app architectures
Mobile Health (mHealth) has come a long way in the last forty years and is still rapidly evolving and presenting many opportunities. The advancements in mobile technology and wireless mobile communication technology contributed to the rapid evolution and development of mHealth. Consequently, this evolution has led to mHealth solutions that are now capable of generating large amounts of data that is synchronised and stored on remote cloud and central servers, ensuring that the data is distributable to healthcare providers and available for analysis and decision making. However, the amount of data used by mHealth apps can contribute significantly to the overall cost of implementing a new or upscaling an existing mHealth solution. The purpose of this research was to determine if the amount of data used by mHealth apps would differ significantly if they were to be implemented using different mobile app architectures. Three mHealth apps using different mobile app architectures were developed and evaluated. The first app was a native app, the second was a standard mobile Web app and the third was a mobile Web app that used Asynchronous JavaScript and XML (AJAX). Experiments using the same data inputs were conducted on the three mHealth apps. The primary objective of the experiments was to determine if there was a significant difference in the amount of data used by different versions of an mHealth app when implemented using different mobile app architectures. The experiment results demonstrated that native apps that are installed and executed on local mobile devices used the least amount of data and were more data efficient than mobile Web apps that executed on mobile Web browsers. It also demonstrated that mobile apps implemented using different mobile app architectures will demonstrate a significant difference in the amount of data used during normal mobile app usage
Mobile exergaming in Type 2 Diabetes mellitus â innovative ways to overcome physical inactivity and increase exercise adherence
Background
Type 2 diabetes has developed into a worldwide pandemic in recent years that is associated with
vast comorbidity and mortality and has created an enormous financial strain on health care
systems all around the globe. Physical inactivity is known to be one of the most important risk
factors for the development of type 2 diabetes and responsible for much of the diabetesârelated
comorbidity. An increase in regular physical activity is therefore an essential component of a
successful type 2 diabetes treatment. However, despite the proven benefits of regular physical
activity, the vast majority of patients with type 2 diabetes remain inactive â often due to low
motivation and lack of physical activity enjoyment. A recent and promising approach to motivate
sedentary individuals to be more physically active and sustainably adhere to regular physical
activity is exergames. These games integrate physical activity and personal health information into
a game or gameâlike setting and thereby promote physical activity through playful and enjoyable
challenges.
Aims
The aims of this Ph.D. project were: (1) to systematically review the current evidence for the
effectiveness of exergaming in overweight and type 2 diabetes and (2) to evaluate the suitability
of the Wii Fit Plus exergame to improve cardiorespiratory fitness in individuals with type 2
diabetes. The aim was further (3) to develop a behavior change techniqueâbased smartphone
game that delivers individualized exercise and physical activity promotion with the intention to
motivate inactive type 2 diabetes patients to become sustainably physically active and to plan a
24âweek randomized controlled trial evaluating the gameâs effectiveness. In addition, it was aimed
(4) to assess the accuracy of a commercial activity wristband and of iOS and Android smartphones
to measure steps during various walking conditions as those devices were intended to be used to
measure the primary outcome (steps per day) in the 24âweek randomized controlled trial. Finally,
the aims were (5) to examine the effectiveness of the smartphone game to increase daily physical
activity and improve glycemic control and aerobic capacity as well as (6) to evaluate the gameâs
suitability to increase the intrinsic physical activity motivation and elicit sustained improvements
in physical activity adherence in inactive individuals with type 2 diabetes over a 24âweek period.
Methods
In this Ph.D. project, one systematic review and three studies were conducted. In the systematic
review, electronic bibliographic databases (PubMed, Embase, Web of Science, OpenGrey, and the
Cochrane Central Register of Controlled Trials) were searched up to March 2015. Randomized
controlled trials and crossâsectional studies published in English in peerâreviewed journals were
included. Included studies were required to have analyzed the effects of exergames on objectively
measured intensity parameters of physical activity (oxygen uptake, energy expenditure, and heart
rate) in overweight adults with and without type 2 diabetes.
In study 1, data collected from a study conducted by Prof. SchmidtâTrucksĂ€ss before the start of
my Ph.D. was analyzed to evaluate the cardiorespiratory exertion (maximum and mean oxygen
uptake) of 12 elderly individuals with type 2 diabetes during 10âminute bouts of different Wii Fit
Plus exercises. Oxygen uptake values were compared to the maximally reached values during a
previously conducted cardiopulmonary exercise test on a treadmill. Correlations between oxygen
uptake values reached during exergame activity and those reached during the allâout exercise test
were analyzed using Spearmanâs rank correlation coefficient.
Following this preparatory work and considering its results, I collaborated with an international
team consisting of sports scientists, gamification researchers, professional game developers, and
clinical professionals in developing an innovative smartphone game with the aim to encourage a
healthier, more active lifestyle through gamified physical activity in inactive type 2 diabetes
patients. To evaluate the effectiveness of the game to sustainably increase physical activity in the
target group, I planned a 24âweek randomized controlled trial with daily physical activity (steps
per day) as the primary outcome.
To verify the validity of the devices used to measure the primary outcome (steps per day) in the
24âweek intervention study, I conducted a validation study in an additional investigation of this
Ph.D. project. In the study, 20 participants were equipped with 3 iPhone SE smartphones (placed
in pants pocket, shoulder bag, and backpack), 1 Samsung Galaxy S6 Edge (pants pocket), 1 Garmin
Vivofit 2 wristband, and 2 ActiGraph wGTX+ devices (worn at wrist and hip) and instructed to walk
for five minutes at four predefined walking speeds (1.6, 3.2, 4.8, and 6.0 km/h) and to complete
an outdoor walking course. Video observation was used as gold standard. Validity was evaluated
by comparing each device with the gold standard using mean absolute percentage errors.
In the main study (ClinicalTrials.gov identifier NCT02657018) of this Ph.D. project, 36 inactive,
overweight type 2 diabetes patients between 45 and 70 years of age were randomly assigned to
either the intervention group or the control group. Participants in the intervention group received
the selfâdeveloped smartphone game, and participants in the control group were instructed to
implement the recommendations from the baseline lifestyle counseling autonomously during the 24âweek intervention period. Before and after the intervention period, steps per day were
objectively measured during six consecutive days. In addition, glycemic control (HbA1c) was
measured by analysis of venous blood, and aerobic capacity (oxygen uptake at the first ventilatory
threshold) was assessed during an allâout exercise test on a bike ergometer. Intrinsic physical
activity motivation was assessed with an abridged 12âitem version of the Intrinsic Motivation
Inventory (IMI). In the intervention group, adherence to the gameâproposed physical activity
recommendations during the intervention period was additionally assessed via the phonerecorded
game usage data. Analyses of covariance with adjustment for the respective preintervention
values were used to compare changes in outcome parameters (steps per day, HbA1c,
oxygen uptake at the first ventilatory threshold, and IMI score) between the two groups.
Correlations between game use (min) and change in steps per day as well as change in workload
(W) at the first ventilatory threshold were analyzed using Spearmanâs rank correlation coefficient,
and a linear regression model was used to assess the relationship between total inâgame training
(min) and change in IMI total score.
Results
Publication 1: Effects of Exergaming on Physical Activity in Overweight Individuals. [1]
The systematic review showed that exergames are able to increase physical activity among
overweight individuals. However, the magnitude of this increase as well as the intensity of the
exergameârelated physical activity and consequently their suitability to offer a guidelineconcordant
training is greatly dependent on the console and the game mode as well on the
duration of play. The majority of the included studies were of poor or moderate methodological
quality. No studies exist that objectively assess the effect of exergames on daily physical activity
in type 2 diabetes, and the crossâsectional nature of all included studies does not permit
judgement on whether exergames are suitable to increase physical activity in the long term. A
general lack of adequate individualization of the intensity and difficulty level was noted for all
exergames, making most game modes unsuitable for an effective training and potentially unsafe
for inactive individuals with chronic diseases and a likely reduced fitness level.
Publication 2: Cardiorespiratory Exertion While Playing Video Game Exercises in Elderly
Individuals With Type 2 Diabetes. [2]
In elderly type 2 diabetes patients, carefully selected Wii Fit Plus exercises elicit peak values in
oxygen uptake that correspond to 60% of the maximally reached values during an allâout treadmill
test. Mean values were just above 40% for all exercises and were thus in a range that corresponds
to current exercise guidelines. A moderateâtoâstrong positive correlation between the peak
oxygen uptake during exergame play and the maximal value reach during the exercise test was
found, indicating that subjects with a higher fitness level were able to exercise at a higher intensity
during exergame play than individuals with a lower fitness level.
Publication 3: Mobile Exergaming for Health â Effects of a Serious Game Application for
Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus â Study
Protocol for a Randomized Controlled Trial. [3]
The selfâdeveloped and innovative game takes the proven motivational benefit of exergames into
consideration and further extends them by integrating established behavior change techniques
into an elaborate storyline. Shortcomings with regard to the suitability and effectiveness of the
exercise regimen of current exergames are addressed by offering a fitness levelâadjusted training
with an individualized rate of intensity progression that is based on the performance in established
and inâgameâconducted exercise tests.
Publication 4: Validity of Activity Trackers, Smartphones, and Phone Applications to Measure
Steps in Various Walking Conditions. [4]
The Garmin Vivofit 2 and iPhone SE showed good accuracy for treadmill walking â„3.2 km/h (<3%
deviation from video recordings) and for free walking thus being suitable to measure steps at
normal, fast, and even slow walking speeds. The Samsung Galaxy S6 Edge showed good accuracy
(<3% deviation from video recordings) for treadmill walking â„4.8 km/h and for free walking,
demonstrating suitability to measure steps during normal and fast walking. The good validity of
the iPhone SE was found independently of the phoneâs position (pants pocket, backpack, shoulder
bag), suggesting a broad versatility of the device for physical activity measurement in various
settings.
Publication 5: Publication 5 Behavior Change Techniqueâbased Smartphone Game Sustainably
Increases Daily Physical Activity in Type 2 Diabetes Patients â A Randomized Controlled Trial. [5]
In persistently inactive type 2 diabetes patients, a novel selfâdeveloped smartphone game that
follows a cognitive/behavioral approach and incorporates individualized exercise regimens and
physical activity recommendations elicited significant and clinically meaningful increases in daily
physical activity (+4,000 steps per day) over a 24âweek period, classifying the participants as
sufficiently active postâintervention (average of 9,782 steps per day). The increase in daily physical
activity was accompanied by an increase in aerobic capacity with a significantly higher oxygen
uptake and workload at the first ventilatory threshold. Total duration of inâgame training was
positively correlated with the change in steps per day and the change in workload at the first
ventilatory threshold. Glycemic control (HbA1c) did not change during the intervention period;
however, as indicated by the significant adjusted difference in HbA1c of â0.9 percentage points in
favor of the intervention group, there is reason to assume that regular use of the game supports
the stabilization of glycemic control in medically wellâcontrolled patients. In the control group,
none of the outcome parameters changed significantly during the intervention period.
Publication 6: Effectiveness of a Behavior Change Techniqueâbased Smartphone Game to
Improve Intrinsic Motivation and Physical Activity Adherence in Type 2 Diabetes Patients: A
Randomized Controlled Trial. [6]
The 24âweek randomized controlled trial further showed that participants in the intervention
group significantly increased their IMIâmeasured intrinsic physical activity motivation during the
intervention period. Participants in the control group did not show any significant changes in their
intrinsic physical activity motivation. The analysis of the usage data revealed that participants in
the intervention group used the game for an average of 143.1 (SD 59.1) minutes of inâgame
training per week, which underlines the gameâs potential in motivating formerly inactive type 2
diabetes patients to meet and sustainably adhere to established physical activity
recommendations.
Conclusions
A novel smartphone game that incorporates established motivational elements and personalized
physical activity recommendations into an elaborate storyline elicits clinically relevant increases
in daily physical activity and aerobic capacity and contributes to a medically wellâregulated
glycemic control in persistently inactive type 2 diabetes patients. The game is therefore a suitable
treatment option to motivate inactive individuals to increase daily physical activity that may be
relevant for other inactive target groups with and without chronic diseases. Future research
should further refine the game design as well as the motivational and physical activityârelated
content to make it an even more comprehensive treatment tool for various target groups
:Gamification & Serious Game : Symposium 2016, July 4 & 5
Reinforcing the bridge between local academic and applied worlds in the domain of Serious Game & Gamification, e.g. applied universities and startups. Focusing on three application domain, Helath, Social, and Education, the figure next page illustrates the variety of short talks of the symposium. The three categories of talks (among 14 corresponding short papers): five concept-oriented in green, nine demo-oriented in black, and three roundtables
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