GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth with Psychiatric Diagnoses - PROJECT SUMMARY
Exergaming has been shown to be an effective way to increase physical activity among sedentary youth,
including those with neurodevelopmental and mental health disorders. However, gaming technology is
constantly changing, along with the types of exergames available. Games that were previously tested in
interventions are routinely discontinued, and new technology platforms and games are emerging; this evolving
landscape of exergaming technology critically impacts evidence-based interventions. Understanding how
components of an exergame-based physical activity intervention affect engagement among youth with
psychiatric disorders may lead to changes in how these interventions are integrated in various communities.
Unfortunately, however, little is known about how to assess accessibility and acceptability of existing and
emerging technology based on intersectional participant characteristics, especially among populations typically
underrepresented in behavior change studies. Therefore, we aim to explore the impact of intersectional
characteristics (disability, race/ethnicity, gender-identity) on intervention engagement within the ongoing
GamerFit exergaming and telehealth coaching study (Parent R21 grant). The GamerFit Study (Parent R21) will
randomize 60 participants with at least one PD, with 30 using the GamerFit app with weekly telehealth
coaching sessions and 30 using a commercial healthy habits app as a comparator group. The GamerFit app
will provide access to a menu of exergames, progressive PA and sleep plan, integrated self-monitoring, pre-
recorded videos addressing healthy PA and sleep habits, and motivational text messages to help users meet
PA and sleep guidelines over 12 weeks. This supplemental study proposes to expand the scope of the parent
grant with the following specific aims: Specific Aim 1: To understand how participants’ (n=30 intervention
participants) racial/ethnic and gender identity intersect with psychiatric diagnoses to affect participant
perceptions of physical activity barriers and benefits, exergaming and overall intervention acceptability, and
overall intervention engagement. Specific Aim 2: To explore how racial/ethnic and gender identity intersect
with psychiatric diagnoses to affect participant perceptions of how specific exergame components influence
their engagement outcomes (e.g., enjoyment, acceptability, accessibility, motivation to continue play). The
completion of this proposed supplemental project will both yield findings to improve the effectiveness and
reach of the GamerFit intervention, and also advance Dr. Kennedy’s training and career goals to become an
expert in intersectionality, disability health, and health behavior intervention design and implementation.