Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer
Autor: | Elizabeth K. Do, Philip M. Rosoff, Julie Blatt, Carrie A. Miller, Yaou Sheng, Ed Holzwarth, Truls Østbye, Bernard F. Fuemmeler |
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Rok vydání: | 2020 |
Předmět: |
Male
Gerontology 030506 rehabilitation Health (social science) Adolescent Childhood cancer Physical activity Health Promotion 03 medical and health sciences 0302 clinical medicine Cancer Survivors Behavior Therapy Neoplasms Intervention (counseling) mental disorders Humans Medicine 030212 general & internal medicine Child Exercise mHealth business.industry Rehabilitation Behavior change Public Health Environmental and Occupational Health food and beverages Original Articles Healthy diet Mobile Applications Computer Science Applications Health promotion Video Games Mobile phone Female sense organs Diet Healthy 0305 other medical science business |
Zdroj: | Games Health J |
ISSN: | 2161-7856 2161-783X |
DOI: | 10.1089/g4h.2019.0060 |
Popis: | Objectives: Smartphone applications (“apps”) can be used to promote health behavior change and expand the reach of behavioral interventions. To date, only a few existing apps have been developed for health promotion among adolescent survivors of childhood cancer. To address this gap, we developed an app-based intervention, using game design characteristics, theory-based behavioral strategies, and assistance from a health coach to motivate health behavior change for adolescent survivors of childhood cancer. This article describes the development and initial feasibility evaluation of the intervention. Methods: Using a theoretical framework and an extensive formative process, we developed an app-based game (“Mila Blooms”) that promotes healthy eating and physical activity among adolescent survivors of childhood cancer. A single-arm 8-week intervention, using this app-based game, with assistance from a health coach, was conducted among a sample of pediatric cancer survivors (n = 15) to evaluate its initial feasibility for promoting health behavior change. Results: Results from the feasibility evaluation were encouraging. The majority of enrolled participants were retained throughout the 8-week intervention (93.8%). Participant satisfaction feedback indicated positive experiences, related to ease of use and enjoyment of the app. Although there was little evidence for behavior change attributable to the app in this first stage of development, there was a solid demonstration of the viability and appeal of the game features, and there were no adverse side effects. Conclusions: Results provide insights into how gamification can be used to promote health behaviors through an app-based intervention. Mila Blooms holds promise for promoting health behavior change. Lessons learned from our experiences could be useful for the future development and implementation of app-based adolescent health interventions. |
Databáze: | OpenAIRE |
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