Digital Intervention for the Modification of Lifestyles (iGame)
Low Back Pain, Oncology, Depression
About this trial
This is an interventional treatment trial for Low Back Pain
Eligibility Criteria
IInclusion Criteria for Breast Cancer Survivors subgroup:
- Men and women
- Age between 18 and 65 years
- Sedentary behavior recognized by the subject: <1.5 METS per day and sitting> 4h / d .
- Intention to change sedentary behavior manifested by the subject
- Survivors of breast cancer. Women with a clinical history of diagnosis of primary breast cancer, having completed surgical treatment, radiotherapy or chemotherapy at least three months before starting the study intervention
Inclusion Criteria for Low Back Pain subgroup:
- Men and women
- Age between 18 and 65 years
- Sedentary behavior recognized by the subject: <1.5 METS per day and sitting> 4h / d .
- Intention to change sedentary behavior manifested by the subject
- Mild low back pain of mechanical or degenerative cause diagnosed by a primary care physician
Inclusion Criteria for Depression subgroup:
- Men and women
- Age between 18 and 65 years
- Sedentary behavior recognized by the subject: <1.5 METS per day and sitting> 4h / d .
- Intention to change sedentary behavior manifested by the subject
- Mild depression Diagnosis in Primary Care using the MINI interview to rule out another severe mental pathology and the PHQ-9 questionnaire to categorize the level of depressive severity
Exclusion Criteria:
- Several mental illness
- Several illness that limits physical ability
- Phobia for digital technologies
- Difficulty in attending study measurements
Sites / Locations
- Antonio Cuesta Vargas
Arms of the Study
Arm 1
Arm 2
Experimental
No Intervention
Intervention: digital intervention Behaviour Change Technique
Control Group
The assigned participants will receive an intervention based on gamification and the use of behavior change techniques to reduce sedentary lifestyle. Thus, a new mobile application will be used for 12 weeks that proposes to the user the realization of activities with the aim of reducing their sedentary behavior. The development of the application is based on previous analyzes that propose 6 clusters that encompass 33 factors that influence sedentary behavior. In this way, the application is designed to act on the two accessible: social support and behavior. On the social support, he proposes to the user to share his achievements in social networks or in an internal network of game users. In terms of habit modification, behavior modification strategies proposed in the Michie et al. (2013) taxonomy are applied, such as the following: establishment of personalized goals, rewards and reminders, awareness of achievements achieved, among others
The control group will receive the usual indications about the harms of sedentary lifestyle and the benefits of physical activity, not receiving specific intervention. In case the use of the intervention applied in the experimental group is beneficial, the participants assigned to the control group will be offered the opportunity to receive the intervention outside the study to allow the benefit to be used.