| Literature DB >> 25717278 |
Deborah F Tate1, Elizabeth J Lyons2, Carmina G Valle3.
Abstract
IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change.Entities:
Year: 2015 PMID: 25717278 PMCID: PMC4334081 DOI: 10.2337/diaspect.28.1.45
Source DB: PubMed Journal: Diabetes Spectr ISSN: 1040-9165
Recommendations for the Use of Technology for Exercise Motivation
| Recommendations | Rationale | Potential Methods and Examples |
| Promote knowledge and skills | Website components beyond information provision increase the effectiveness of online interventions ( | Refer patients to high-quality information and social media sources (e.g., the American Diabetes Association, the American Heart Association, or |
| Encourage social support | Social support interventions are effective for promoting physical activity ( | Encourage patients to consider using social networking site groups, forums, chatting, messaging, competitions, cooperation, and group goals. |
| Promote engagement with the technology | Engagement increases adherence and retention. | Use and recommend tools that provide dynamic content to increase interactivity and entertainment value (e.g., social networking site groups focused on adopting physical activity). |
| Provide rich, positive feedback, including objective feedback, biofeedback, and feedback from providers | Feedback is the bedrock of behavioral intervention; richer feedback is more motivating ( | Provide specific positive information and shaping toward overall goals; where possible use human coaches or computer-tailored feedback and include steps, calories burned, distance, heart rate, and GPS maps of walks/jogs. |
| Encourage feelings of autonomy and choice | Providing choices produces greater motivation to exercise over time ( | Present patients with multiple, meaningfully different options (e.g., wearable activity monitor or monitoring smartphone app, dance or sports video game). |
| Promote goal-setting | Specific goal-setting is associated with improved activity outcomes ( | Use tools that encourage specific daily and longer-term goals (e.g., 10,000 steps/day and exercise 5 times/week). |
| Encourage self-monitoring | Self-monitoring has been found to be highly successful in interventions ( | Provide step logs, activity calendars, and workout tracking. |
| Encourage full-body movement | Full-body movement produces greater energy expenditure. | Select video games that monitor user inputs from the entire body rather than just the arms (e.g., cameras) or apps that measure distance (GPS). |
| Frame physical activity as fun rather than exercise, using movements that are inherently fun | Game-themed active games are rated more fun than workout-themed ones ( | Recommend tools or games that provide a fun context for activity (e.g., running from zombies, walking through the Grand Canyon, or donating steps to charity). |