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Testing the effects of narrative and play on physical activity among breast cancer survivors using mobile apps: study protocol for a randomized controlled trial

Overview of attention for article published in BMC Cancer, March 2016
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About this Attention Score

  • Good Attention Score compared to outputs of the same age (71st percentile)
  • High Attention Score compared to outputs of the same age and source (82nd percentile)

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4 X users
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1 Facebook page
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3 Wikipedia pages

Citations

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42 Dimensions

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579 Mendeley
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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
Published in
BMC Cancer, March 2016
DOI 10.1186/s12885-016-2244-y
Pubmed ID
Authors

Elizabeth J. Lyons, Tom Baranowski, Karen M. Basen-Engquist, Zakkoyya H. Lewis, Maria C. Swartz, Kristofer Jennings, Elena Volpi

Abstract

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. 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. 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. clinicaltrials.gov NCT02341235 (January 9, 2015).

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 579 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 3 <1%
Portugal 1 <1%
Argentina 1 <1%
Canada 1 <1%
Unknown 573 99%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 86 15%
Student > Master 77 13%
Student > Bachelor 67 12%
Researcher 49 8%
Student > Doctoral Student 36 6%
Other 98 17%
Unknown 166 29%
Readers by discipline Count As %
Medicine and Dentistry 83 14%
Nursing and Health Professions 68 12%
Psychology 61 11%
Sports and Recreations 49 8%
Social Sciences 30 5%
Other 93 16%
Unknown 195 34%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 5. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 14 September 2022.
All research outputs
#6,047,080
of 23,330,477 outputs
Outputs from BMC Cancer
#1,496
of 8,446 outputs
Outputs of similar age
#83,334
of 301,377 outputs
Outputs of similar age from BMC Cancer
#32
of 180 outputs
Altmetric has tracked 23,330,477 research outputs across all sources so far. This one has received more attention than most of these and is in the 73rd percentile.
So far Altmetric has tracked 8,446 research outputs from this source. They receive a mean Attention Score of 4.4. This one has done well, scoring higher than 82% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 301,377 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 71% of its contemporaries.
We're also able to compare this research output to 180 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 82% of its contemporaries.