| Literature DB >> 29233169 |
Ioana R Podina1,2, Liviu A Fodor3,4, Ana Cosmoiu5, Rareș Boian6.
Abstract
BACKGROUND: Cognitive behavior therapy (CBT) is the first-line of treatment for overweight and obesity patients whose problems originate in maladaptive eating habits (e.g., emotional eating). However, in-person CBT is currently difficult to access by large segments of the population. The proposed SIGMA intervention (i.e., the Self-help, Integrated, and Gamified Mobile-phone Application) is a mHealth intervention based on CBT principles. It specifically targets overweight young adults with underlying maladaptive behaviors and cognitions regarding food. The SIGMA app was designed as a serious game and intended to work as a standalone app for weight maintenance or alongside a calorie-restrictive diet for weight loss. It uses a complex and novel scoring system that allows points earned within the game to be supplemented by points earned during outdoor activities with the help of an embedded pedometer. METHODS/Entities:
Keywords: CBT; Gamification; Maladaptive; Overweight; Young adults; mHealth
Mesh:
Year: 2017 PMID: 29233169 PMCID: PMC5727945 DOI: 10.1186/s13063-017-2340-6
Source DB: PubMed Journal: Trials ISSN: 1745-6215 Impact factor: 2.279
Fig. 1Overview of the Self-help, Integrated, and Gamified Mobile-phone Application (SIGMA) trial configuration
Fig. 2Overview of the Self-help, Integrated, and Gamified Mobile-phone Application - explicit cognitive-behavioral intervention (SIGMAe) interface
The Self-help, Integrated, and Gamified Mobile-phone Application explicit cognitive-behavioral intervention (SIGMAe) behavioral (B), cognitive (C), and cognitive-behavioral (CB) coping choices exemplified
| Worst coping card alternative | Best coping card alternative | |
|---|---|---|
| Emotional eating scenario: Ann just got separated from her boyfriend. She is sad and in order to help her feel better her friends booked a table at her favorite restaurant. Ann says to herself: | ||
| B | I can hardly wait to go to the restaurant and eat all I can eat to feel better | I know that my favorite restaurant will be a tempting setting for me, especially in these circumstances. I suggest going to bowling |
| C | It’s terrible what happened to me. There is no way out. My friends are right; we should go out and eat | It is unpleasant what happened to me; however, I can cope with this situation |
| CB | It is unpleasant what happened to me; however, I can cope with this situation. In addition, there are plenty more things to do than eating my feelings, like go bowling | |
| Binge-eating scenario: Eliza is approaching the fridge. She feels like she is going to lose control. Eliza says to herself: | ||
| B | I can’t help myself. I will eat as much as I want | I will do my relaxation exercises and then I’ll read something |
| C | It is not fair. Others can eat all they want. Why shouldn’t I? | It may not seem fair; however, eating until I can no longer eat is hardly a solution |
| CB | It may not seem fair; however, eating until I can no longer eat is hardly a solution. Instead, I will do my relaxation exercises | |
| Craving scenario: when watching TV, Daniel is always tempted to eat a bag of chips or chew something. He says: | ||
| B | I’ll eat chips while watching TV | If I am going to watch TV, I might as well play with my dog |
| C | I must eat something; I am not used to simply watching TV | No need to eat chips while I watch TV. I can do without |
| CB | No need to eat chips while I watch TV. I can do without or if not I can play with my dog | |
Fig. 3Overview of the Self-help, Integrated, and Gamified Mobile-phone Application - implicit attention-training intervention (SIGMAi) interface
Fig. 4Recommendations for Interventional Trials (SPIRIT) figure – schedule of enrolment, intervention, and assessments
Fig. 5Self-help, Integrated, and Gamified Mobile-phone Application (SIGMA) study flow diagram