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Dataset Information

Effectiveness of a gamified digital intervention based on lifestyle modification (iGAME) in secondary prevention: a protocol for a randomised controlled trial.


ABSTRACT:

Introduction

Combating physical inactivity and reducing sitting time are one of the principal challenges proposed by public health systems. Gamification has been seen as an innovative, functional and motivating strategy to encourage patients to increase their physical activity (PA) and reduce sedentary lifestyles through behaviour change techniques (BCT). However, the effectiveness of these interventions is not usually studied before their use. The main objective of this study will be to analyse the effectiveness of a gamified mobile application (iGAME) developed in the context of promoting PA and reducing sitting time with the BCT approach, as an intervention of secondary prevention in sedentary patients.

Methods and analysis

A randomised clinical trial will be conducted am

SUBMITTER: Cuesta-Vargas AI 

PROVIDER: S-EPMC10277100 | biostudies-literature | 2023 Jun

REPOSITORIES: biostudies-literature