The Impact of Augmented Reality Location-Based Games on Physical Activity in Middle-Aged and Older Adults.
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 入组人数
- 200
- 试验地点
- 1
- 主要终点
- Exercise Self-Efficacy Scale
研究概览
简要总结
This study aims to examine the effects of an augmented reality location-based game intervention on behavioral and psychological factors related to physical activity among middle-aged and older adults. The study adopts a quasi-experimental design, targeting community-dwelling individuals aged 40-59 or 60 and above, who engage in sedentary work patterns exceeding 6 hours daily. Recruitment is scheduled to commence in February 2025 at the Xinyi Health Service Center in Taipei City. Participants will be assigned to either the experimental group or the control group based on enrollment timing. A minimum of 41 participants will be recruited, divided into two experimental groups and two control groups. The experimental group will participate in an augmented reality location-based game featuring different step count goals every two weeks, daily step count reporting, and goal achievement encouragement. The control group will maintain their usual routines without any intervention. The intervention will last for 8 weeks. Research instruments will include a basic demographic questionnaire, the short-form Taiwan Physical Activity Questionnaire, the Exercise Self-Efficacy Scale, the Exercise Motivation and Barriers Scale, blood pressure measurements, and the Quality of Life Scale.
研究设计
- 研究类型
- Interventional
- 分配方式
- Non Randomized
- 干预模型
- Parallel
- 主要目的
- Prevention
- 盲法
- None
入排标准
- 年龄范围
- 40 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Meet one of the following conditions: middle-aged to senior citizens aged 40 to 59 years old or senior citizens aged 60 years old or older who work more than 6 hours a day in a sedentary lifestyle
- •Able to walk independently without the use of aids.
- •Have a smart phone with an application (Pikmin Bloom) that can be installed and can access the Internet and GPS.
排除标准
- •Patients who have been diagnosed by a doctor as suffering from dementia, mental illness or major diseases.
- •Those who are unable to do intense exercise as mentioned in the medical advice.
- •Those who cannot go out for long time, such as family caregivers.
- •Those who have regular exercise habits: average daily steps over 5,000 steps or 30 minutes of leisure-type physical activity more than 3 times a week.
- •Those who will not use the AR adaptive game (Pikmin Bloom) at the end of the 2-day test period.
研究组 & 干预措施
Augmented Reality Location-Based Games
干预措施: AR location-based game (Behavioral)
Control arm
The control group will maintain their usual routines without any intervention.
结局指标
主要结局
Exercise Self-Efficacy Scale
时间窗: Baseline, through study completion, an average of 12 weeks
Participants achieved a response if they scored an exercise self-efficacy score between 1 and 10.
The Exercise Motivation and Barriers Scale
时间窗: Baseline, through study completion, an average of 12 weeks
It typically includes a series of statements related to exercise benefits and barriers. Participants rate their agreement with each statement on a Likert scale (5 strongly agree to 1 strongly disagree)
WHO Quality of Life Scale.
时间窗: Baseline, through study completion, an average of 12 weeks
A shorter version with 26 questions. The scale evaluates various aspects of life, including physical health, psychological state, social relationships, and environmental factors, scored between 1 and 5.
International Physical Activity Questionnaire short-form
时间窗: Baseline, through study completion, an average of 12 weeks
It consists of 7 items that ask about physical activity over the last 7 days. These items cover vigorous activities, moderate activities, walking, and sitting (MET-minute/week)
次要结局
- Blood pressure(Baseline, through study completion, an average of 12 weeks)
- Body composition(Baseline, through study completion, an average of 12 weeks)
