Integrating a Gamified Digital Application in Naturebased Settings to Improve Physical Activity and Health Outcomes Among Central Pennsylvanians: Using a Socioecological, Cross-disciplinary Guiding Framework

Author:

Baker Sunderland1,Aumiller Betsy2,Henao Maria Paula3,George Daniel R.4,Morales Tahj5,Kraschnewski Jennifer6

Affiliation:

1. Predoctoral Fellow, Penn State University, Department of Biobehavioral Health, State College, PA, United States; skb5989@psu. edu

2. Assistant Professor, Penn State College of Medicine, Department of Public Health Sciences, Hershey, PA, United States

3. Assistant Professor, Penn State College of Medicine, Department of Medicine, Hershey, PA, United States

4. Associate Professor, Penn State College of Medicine, Department of Humanities and Public Health Sciences, Hershey, PA, United States

5. REACH Project Coordinator, Penn State Health St. Joseph Medical Center, Reading, PA, United States

6. Project ECHO Director and Professor, Vice Chair for Research, Penn State College of Medicine Department of Medicine and Public Health Sciences, Hershey, PA United States

Abstract

Objectives: We evaluated the effectiveness of a community-facilitated, digital application intervention at increasing physical activity in central Pennsylvania. Methods: We employed a game-based digital application within partnership- guided, nature-based programming to encourage physical activity. Partnerships with local healthcare and park/ recreation entities were established to facilitate recruitment and intervention sustenance. Self-reported psychological and physiological changes were evaluated in a repeated-measures design, contextualized by thematic coding of qualitative responses, and interpreted via the Park Prescription Theory of Change. Results: Partnerships were formed among 3 local healthcare entities, Berks Nature, and community organizations to conduct the intervention. There were increases in physical activity duration and time spent outdoors. We identified positive, consistent trends in perceptions of healthful behaviors and quality of life, health satisfaction, and perceived accessibility and barriers. There were low rates of allergies or wheezing. The game-based application improved sentiments of belongingness and familial engagement. These findings mostly aligned with the Park Prescription Theory of Change. Conclusions: An innovative, cross-disciplinary means to improve physical activity can inform approaches at the regional or national level, as well as guide legislative efforts in public health, environmental policy, and urban planning.

Publisher

JCFCorp SG PTE LTD

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