Literature DB >> 32391734

Mila Blooms: A Mobile Phone Application and Behavioral Intervention for Promoting Physical Activity and a Healthy Diet Among Adolescent Survivors of Childhood Cancer.

Bernard F Fuemmeler1, Ed Holzwarth2, Yaou Sheng1, Elizabeth K Do1, Carrie A Miller1, Julie Blatt3, Philip M Rosoff4, Truls Østbye5.   

Abstract

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.

Entities:  

Keywords:  Adoloscent cancer survivors; Gamification; Health promotion; mHealth

Mesh:

Year:  2020        PMID: 32391734      PMCID: PMC7457971          DOI: 10.1089/g4h.2019.0060

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  31 in total

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Authors:  Patty Freedson; David Pober; Kathleen F Janz
Journal:  Med Sci Sports Exerc       Date:  2005-11       Impact factor: 5.411

2.  The motivating role of violence in video games.

Authors:  Andrew K Przybylski; Richard M Ryan; C Scott Rigby
Journal:  Pers Soc Psychol Bull       Date:  2009-02

Review 3.  Obesity in pediatric ALL survivors: a meta-analysis.

Authors:  Fang Fang Zhang; Michael J Kelly; Edward Saltzman; Aviva Must; Susan B Roberts; Susan K Parsons
Journal:  Pediatrics       Date:  2014-02-17       Impact factor: 7.124

Review 4.  Obesity in Childhood Cancer Survivors: Call for Early Weight Management.

Authors:  Fang Fang Zhang; Susan K Parsons
Journal:  Adv Nutr       Date:  2015-09-15       Impact factor: 8.701

Review 5.  Obesity in pediatric oncology.

Authors:  Paul C Rogers; Lillian R Meacham; Kevin C Oeffinger; David W Henry; Beverly J Lange
Journal:  Pediatr Blood Cancer       Date:  2005-12       Impact factor: 3.167

6.  Relative validity of the Iowa Fluoride Study targeted nutrient semi-quantitative questionnaire and the block kids' food questionnaire for estimating beverage, calcium, and vitamin D intakes by children.

Authors:  Teresa A Marshall; Julie M Eichenberger Gilmore; Barbara Broffitt; Phyllis J Stumbo; Steven M Levy
Journal:  J Am Diet Assoc       Date:  2008-03

7.  Gender difference in aerobic capacity in adolescents after cure from malignant disease in childhood.

Authors:  D Matthys; H Verhaaren; Y Benoit; G Laureys; A De Naeyer; M Craen
Journal:  Acta Paediatr       Date:  1993-05       Impact factor: 2.299

Review 8.  Needs and Lifestyle Challenges of Adolescents and Young Adults With Cancer: Summary of an Institute of Medicine and Livestrong Foundation Workshop.

Authors:  Casey L Daniel; Karen M Emmons; Karen Fasciano; Bernard F Fuemmeler; Wendy Demark-Wahnefried
Journal:  Clin J Oncol Nurs       Date:  2015-12       Impact factor: 1.027

9.  Cocreated Smartphone App to Improve the Quality of Life of Adolescents and Young Adults with Cancer (Kræftværket): Protocol for a Quantitative and Qualitative Evaluation.

Authors:  Abbey Elsbernd; Maiken Hjerming; Camilla Visler; Lisa Lyngsie Hjalgrim; Carsten Utoft Niemann; Kirsten Boisen; Helle Pappot
Journal:  JMIR Res Protoc       Date:  2018-05-10

Review 10.  Gamification for health and wellbeing: A systematic review of the literature.

Authors:  Daniel Johnson; Sebastian Deterding; Kerri-Ann Kuhn; Aleksandra Staneva; Stoyan Stoyanov; Leanne Hides
Journal:  Internet Interv       Date:  2016-11-02
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  3 in total

1.  Associated factors on physical activity among childhood cancer survivors in Mainland China: a qualitative exploration applied health belief model.

Authors:  Fengjiao Xu; Xiaoyuan Jin; Ying Chen; Zhonghai Guan; Rui Zhou; Xiaojun Xu; Junqing Mao; Zhipeng Shen; Libin Jin; Yunxia Liu; Hao Chen; Renjun Gu; Jinhu Wang; Hongmei Wang
Journal:  Support Care Cancer       Date:  2022-09-03       Impact factor: 3.359

Review 2.  Communication Tools Used in Cancer Communication with Children: A Scoping Review.

Authors:  Noyuri Yamaji; Daichi Suzuki; Maiko Suto; Kiriko Sasayama; Erika Ota
Journal:  Cancers (Basel)       Date:  2022-09-23       Impact factor: 6.575

Review 3.  The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.

Authors:  Linqi Xu; Hongyu Shi; Meidi Shen; Yuanyuan Ni; Xin Zhang; Yue Pang; Tianzhuo Yu; Xiaoqian Lian; Tianyue Yu; Xige Yang; Feng Li
Journal:  JMIR Mhealth Uhealth       Date:  2022-02-03       Impact factor: 4.773

  3 in total

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