@article{134b4c31f9dd4804b592ac8e1da2a6c5,
title = "Testing the effects of narrative and play on physical activity among breast cancer survivors using mobile apps: Study protocol for a randomized controlled trial",
abstract = "Background: Physical activity reduces risk for numerous negative health outcomes, but postmenopausal breast cancer survivors do not reach recommended levels. Many interventions encourage self-monitoring of steps, which can increase physical activity in the short term. However, these interventions appear insufficient to increase motivation for sustained change. There is a need for innovative strategies to increase physical activity motivation in this population. Narratives are uniquely persuasive, and video games show promise for increasing motivation. This study will determine the effectiveness of an intervention that combines narrative and gaming to encourage sustained physical activity. Methods/Design: SMARTGOAL (Self-Monitoring Activity: a Randomized Trial of Game-Oriented AppLications) is a randomized controlled intervention trial. The intervention period is six months, followed by a six month maintenance period. Participants (overweight, sedentary postmenopausal breast cancer survivors aged 45-75) will be randomized to a self-monitoring group or an enhanced narrative game group. The self-monitoring group will be encouraged to use a mobile application for self-monitoring and feedback and will receive 15 counseling phone calls emphasizing self-regulation. The narrative game group will be encouraged to use a mobile application that includes self-monitoring and feedback as well as a narrative-based active video game. The 15 calls for this group will emphasize concepts related to the game storyline. Counseling calls in both groups will occur weekly in months 1 - 3 and monthly in months 4 - 6. No counseling calls will occur after month 6, but both groups will be encouraged to continue using their apps. The primary outcome of the study is minutes of moderate to vigorous physical activity at six months. Other objectively measured outcomes include fitness and physical function. Self-reported outcomes include quality of life, depression, and motivation. Discussion: This protocol will result in implementation and evaluation of two technology-based physical activity interventions among breast cancer survivors. Both interventions hold promise for broad dissemination. Understanding the potential benefit of adding narrative and game elements to interventions will provide critical information to interventionists, researchers, clinicians, and policymakers. This study is uniquely suited to investigate not just whether but how and why game elements may improve breast cancer survivors' health.",
keywords = "Breast cancer, Cancer survivorship, Intervention, Mhealth, Mobile app, Narrative, Physical activity, Video games",
author = "Lyons, {Elizabeth J.} and Tom Baranowski and Basen-Engquist, {Karen M.} and Lewis, {Zakkoyya H.} and Swartz, {Maria C.} and Kristofer Jennings and Elena Volpi",
note = "Funding Information: Elizabeth Lyons, PhD, was supported by a Mentored Research Scholar Grant in Applied and Clinical Research, MRSG-14-165-01-CPPB, from the American Cancer Society. Drs. Lyons and Swartz were also supported by a Beginning Grant-in-Aid, 13BGIA17110021, from the American Heart Association. Creation of the counseling content was supported by National Cancer Institute grant K07CA175141. Tom Baranowski was primarily funded by several grants, including {"}Using Technology to Prevent Obesity among African American Girls{"} (MD005814) from the National Center for Minority Health and Disease; {"}Video Games for Obesity & Diabetes Prevention: Efficacy Trial{"} (DK091254-01) from the National Institute of Diabetes Digestive and Kidney Diseases; {"}Kiddio Food Fight: Training parents in Effective Vegetable Parenting{"} (HD075521) from the National Institute of Child Health and Human Development; {"}Minimizing Memory Errors in Child Diet Assessment{"} (CA 172864) from the National Cancer Institute; {"}Narrative Impact of Active Video Games on Physical Activity{"} (CA158917) from the National Cancer Institute; and {"}Motivational Theatre to Increase Vegetable Intake in Children{"} (HD073608) from the National Institute of Child Health and Human Development. This work is also a publication of the U.S. Department of Agriculture, funded in part with federal funds from the USDA/ARS under Cooperative Agreement number 3092-5-001-058. Dr. Basen-Engquist was supported primarily by the MD Anderson Cancer Center support grant (P30 CA016672); Center for Energy Balance in Cancer Prevention and Survivorship, Duncan Family Institute for Cancer Prevention and Risk Assessment; and a prevention grant from the Cancer Prevention Research Institute of Texas, Active Living After Breast Cancer: Combining a Physical Activity Program with Survivor Navigation (PP130079). Dr. Swartz was also supported by Comparative Effectiveness Research on Cancer in Texas from the Cancer Prevention Research Institute of Texas (RP140020) and the National Institute on Disability and Rehabilitation Research, Department of Education (H133P110012). Dr. Jennings and Dr. Volpi were primarily supported by the Claude D. Pepper Older Americans Independence Center at UTMB (P30AG024832). This study was conducted with the support of the Institute for Translational Sciences, supported in part by a Clinical and Translational Science Award (UL1TR000071) from the National Center for Advancing Translational Sciences, National Institutes of Health, and from the Sealy Center on Aging at the University of Texas Medical Branch. This publication was also supported in part by the US Agency for Healthcare Research and Quality (AHRQ) through Grant R24HS22134. The authors would like to acknowledge the contributions of James S. Goodwin, M.D., who serves as a mentor on the grant funding this project, and Abbey B. Berenson, M.D. Ph.D., who serves as a consultant. Eloisa Martinez provided essential support in conducting the preliminary studies. We would also like to acknowledge the assistance of Six to Start, the developers of Zombies, Run!, who have graciously answered questions throughout our research using their games. The developers were not involved with the research at any stage, beyond answering technical questions about the game apps. Publisher Copyright: {\textcopyright} 2016 Lyons et al.",
year = "2016",
month = mar,
day = "9",
doi = "10.1186/s12885-016-2244-y",
language = "English (US)",
volume = "16",
journal = "BMC Cancer",
issn = "1471-2407",
publisher = "BioMed Central",
number = "1",
}