- Title
- The effect of a game-based mobile app 'MyHeartMate' to promote lifestyle change in coronary disease patients: a randomized controlled trial
- Creator
- Gallagher, Robyn; Chow, Clara K.; Boroumand, Farzaneh; Figtree, Gemma; Parker, Helen; Neubeck, Lis; Celermajer, David S.; Redfern, Julie; Tofler, Geoffrey; Buckley, Thomas; Schumacher, Tracy; Hyun, Karice
- Relation
- European Heart Journal - Digital Health Vol. 4, Issue 1, p. 33-42
- Publisher Link
- http://dx.doi.org/10.1093/ehjdh/ztac069
- Publisher
- Oxford University Press
- Resource Type
- journal article
- Date
- 2023
- Description
- Aims: Secondary prevention reduces coronary heart disease (CHD) progression. Traditional prevention programs including cardiac rehabilitation are under-accessed, which smartphone apps may overcome. To evaluate the effect of a game-based mobile app intervention (MyHeartMate) to improve cardiovascular risk factors and lifestyle behaviours. Methods and results: Single-blind randomized trial of CHD patients in Sydney, 2017–2021. Intervention group were provided the MyHeartMate app for 6 months. Co-designed features included an avatar of the patient’s heart and tokens earned by risk factor work (tracking, challenges, and quizzes). The control group received usual care. Primary outcome was self-reported physical activity [metabolic equivalents (METs), Global Physical Activity Questionnaire] and secondary outcomes included lipid levels, blood pressure (BP), body mass index, and smoking. Pre-specified sample size was achieved (n = 390), age 61.2 ± 11.5 years; 82.5% men and 9.2% current smokers. At 6 months, adjusted for baseline levels, the intervention group achieved more physical activity than control (median difference 329 MET mins/wk), which was not statistically significant (95% CI −37.4, 696; P = 0.064). No differences occurred between groups on secondary outcomes except for lower triglyceride levels in the intervention [mean difference −0.3 (95% CI −0.5, −0.1 mmoL/L, P = 0.004)]. Acceptability was high: 94.8% of intervention participants engaged by tracking exercise or BP and completing missions; 26.8% continued to engage for ≥30 days. Participants (n = 14) reported the app supported tracking behaviours and risk factors, reinforcing and improving self-care confidence, and decreasing anxiety. Conclusion: A game-based app proved highly acceptable for patients with CHD but did not improve risk factors or lifestyle behaviours other than triglyceride levels.
- Subject
- coronary heart disease; digital health; risk factors; randomized controlled trial; secondary prevention; mobile health; SDG 3; Sustainable Development Goals
- Identifier
- http://hdl.handle.net/1959.13/1491998
- Identifier
- uon:53068
- Identifier
- ISSN:2634-3916
- Rights
- x
- Language
- eng
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