Evidence map›Paper›PMID 41202299›Full record

ArticleJMIR formative research2025

Clinician Perspectives on Incorporating Physical Activity and Sleep Prescriptions Using eHealth for Youth With Comorbid Psychiatric Disorders: Qualitative Focus Group Study.

Alyssa M Button, James Slavet, Amanda E Staiano, April B Bowling

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Article in JMIR formative research, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

4 authors.

Alyssa M ButtonVirginia Commonwealth University, Richmond, VA, United States.ORCID 0000-0003-1294-057X
James SlavetMarblehead Family Therapy and Wellness, Marblehead, MA, United States.ORCID 0009-0003-0590-8114
Amanda E StaianoPennington Biomedical Research Center, Baton Rouge, LA, United States.ORCID 0000-0001-7846-046X
April B BowlingMerrimack College, North Andover, MA, United States.ORCID 0000-0002-6853-6632

Funding

GamerFit: A Digital Intervention to Improve Physical Activity and Sleep Behaviors in Youth with Psychiatric DiagnosesR21HD106465 · NICHD · MERRIMACK COLLEGE · PI BOWLING, APRIL BOLEYN, STAIANO, AMANDA E. · 2022 to 2023
$441k
NICHD NIH HHS R21 HD106465
6 · The paper itself

Abstract

backgroundPhysical activity and sleep prescriptions are indicated for the treatment of psychiatric disorders among youth. However, there is limited clinical adoption of these practices. Exergaming (ie, games that require physical activity) is a feasible intervention to promote physical activity and sleep hygiene and is appealing to youth given their interest in video gaming. Integrating exergaming prescriptions into clinical mental health practices may offer an opportunity to expand access to these interventions, yet pragmatic considerations for adopting these programs are poorly understood.

objectiveThis study aimed to gain feedback from practicing clinicians on adopting GamerFit, an app-based intervention that incorporates exergames, step and sleep tracking, and online coaching to promote physical activity and sleep, as a tool in treatment plans for youth aged 13 to 17 years with psychiatric disorders.

methodsMental health clinicians participated in 2 online focus groups. A semistructured interview collected information on perceptions of the importance of physical activity and sleep, considerations for using GamerFit with clients, and approaches for incorporating GamerFit into standard care. Qualitative analysis included a hierarchical thematic coding system of isolated quotes, with the structure, frequency, and interrelationships of the coded quotes used for analysis.

resultsAll clinicians (8/8, 100%) endorsed physical activity and sleep prescriptions as important interventions, although they were not typically a focus of treatment. Clinicians reported varying levels of self-efficacy in encouraging physical activity goals (6/8, 75%) and, to a lesser extent, sleep hygiene (4/8, 50%). Most perceived eHealth approaches positively (7/8, 88%) and noted their appeal given the accessibility of this physical activity option via gaming (2/4, 50%). Clinicians were optimistic about the feasibility of using GamerFit; the exergame and health coaching aspects of GamerFit were perceived favorably (5/8, 62%). Clinicians desired to access app data in electronic health systems to incorporate in therapeutic sessions (4/8, 50%) and recommended using the app in residential settings with continued use at home (2/8, 25%). Clinicians expressed concern regarding the implementation of GamerFit with families with low technology literacy, noting that some patients would likely require parental assistance to help with reminders and technology use (1/8, 12%). Suggestions for improvement included a greater variety of exergames and features to increase adolescents' engagement (6/8, 75%). There was a considerable willingness to incorporate this technology into clinicians' clinical practices and a strong desire for insurance provisions to cover coaching and technological components (7/8, 88%).

conclusionsClinicians perceived GamerFit as a feasible and acceptable clinical approach to physical activity and sleep prescriptions for youth with psychiatric disorders. The remote delivery of this intervention was perceived to be of interest to patients and provided helpful guidance for clinicians who were short on time to address many important topics within limited session time frames.

Indexed as

Attitude of Health PersonnelExerciseMental DisordersSleepAdolescentAdultComorbidityFemaleFocus GroupsHumansMaleQualitative ResearchTelemedicineVideo GamesADHDattention-deficit/hyperactivity disorderautismdepressionhealth coachingmental healthmHealthmobile health

Identifiers

PMID41202299
PMCPMC12639343

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LicenceCC BY
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.