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IntroductionMotivation to be physically active and sedentary is a transient state that varies in response to previous behavior. It is not known: (a) if motivational states vary from morning to evening, (b) if they are related to feeling states (arousal/hedonic tone), and (c) whether they predict current behavior and intentions. The primary purpose of this study was to determine if motivation states vary across the day and in what pattern. Thirty adults from the United States were recruited from Amazon MTurk.MethodsParticipants completed 6 identical online surveys each day for 8 days beginning after waking and every 2–3 h thereafter until bedtime. Participants completed: (a) the CRAVE scale (Right now version) to measure motivation states for Move and Rest, (b) Feeling Scale, (c) Felt Arousal Scale, and (d) surveys about current movement behavior (e.g., currently sitting, standing, laying down) and intentions for exercise and sleep. Of these, 21 participants (mean age 37.7 y; 52.4% female) had complete and valid data.ResultsVisual inspection of data determined that: a) motivation states varied widely across the day, and b) most participants had a single wave cycle each day. Hierarchical linear modelling revealed that there were significant linear and quadratic time trends for both Move and Rest. Move peaked near 1500 h when Rest was at its nadir. Cosinor analysis determined that the functional waveform was circadian for Move for 81% of participants and 62% for Rest. Pleasure/displeasure and arousal independently predicted motivation states (all p's < .001), but arousal had an association twice as large. Eating, exercise and sleep behaviors, especially those over 2 h before assessment, predicted current motivation states. Move-motivation predicted current body position (e.g., laying down, sitting, walking) and intentions for exercise and sleep more consistently than rest, with the strongest prediction of behaviors planned for the next 30 min.DiscussionWhile these data must be replicated with a larger sample, results suggest that motivation states to be active or sedentary have a circadian waveform for most people and influence future behavioral intentions. These novel results highlight the need to rethink the traditional approaches typically utilized to increase physical activity levels.
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Background College students are vulnerable to setting long-term trajectories of low physical activity (PA) but are reachable via mobile health fitness tracking (eg, mobile health step counting) and interpersonal support tailored to the college community. However, no studies have statistically isolated the appeal and influence of these intra- and interpersonal components in college-based PA interventions. Objective This study retrospectively examined a college-based PA promotion program at a northeast US public university during the COVID-19 pandemic to (1) test the impact of student status on the use of intervention components and (2) determine whether such use was associated with successful retention and goal achievement in the program. Methods The university used a commercial platform for a 30-day PA promotion program during April 2021 with intrapersonal (step-tracker syncing, education, self-monitoring, and motivational messaging) and interpersonal (friend interactions and team games) components. App use was operationalized as intrapersonal (frequency of opening app, education, and self-monitoring) and interpersonal (friends made in-app and team affiliation and size). Results Campus-wide emails elicited sign-up by 156 undergraduate students, 57 graduate students, and 126 faculty and staff members. Objective 1 yielded the following results: undergraduates used the app less frequently (median 0.8, IQR 0.4-1.7 times per day) than other groups (graduate students: median 1.4, IQR 0.7-2.7 times per day; P=.01; faculty: median 1.3, IQR 0.7-2.7 times per day, H2=14.5; P=.001) but made the same number of friends (median 1-2) and teammates (median 8-9; P=.77 for friends and P=.93 for teammates). Objective 2 yielded the following results: most participants (313/335, 93.4%; 95% CI 90%-96%) were retained for the first 7 days, but by 30 days, retention dropped, most notably for undergraduate students (82/154, 53.2%; 95% CI 45%-61%), followed by graduate students (39/56, 70%; 95% CI 56%-81%) and faculty and staff (93/125, 74.4%; 95% CI 66%-82%; χ22=12.6; P<.001). Retention was associated with app engagement frequency (model hazard ratio 0.56, 95% CI 0.43-0.72; P<.001) and affiliation with a team having high median app engagement and a large size (intracluster correlation coefficient 0.064, 95% CI 0.001-0.164, P=.05). Meeting a daily step goal was associated with app engagement frequency (β=.72, SE=0.21; P=.001), number of friends (β=.40, SE 0.20; P=.04), and an initial motive of maintaining or increasing (rather than starting) PA (β=.99, SE=0.21; P<.001). Conclusions College students, compared with faculty and staff, used the app less frequently, used the app for a shorter duration before abandonment, and met the step goal on fewer days. Engagement with the program was associated with longer retention and better PA outcomes, which were critically modified by the interpersonal engagement. These findings suggest that college students using virtual PA support during times of physical isolation could benefit from more tailored implementation strategies (eg, timed prompts and team reassignments).
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Motivation for physical activity and sedentary behaviors (e.g., desires, urges, wants, cravings) varies from moment to moment. According to the WANT model, these motivation states may be affectively-charged (e.g., felt as tension), particularly after periods of maximal exercise or extended rest. The purpose of this study was to examine postulates of the WANT model utilizing a mixed-methods approach. We hypothesized that: (1) qualitative evidence would emerge from interviews to support this model, and (2) motivation states would quantitatively change over the course of an interview period. Seventeen undergraduate students (mean age = 18.6y, 13 women) engaged in focus groups where 12 structured questions were presented. Participants completed the “right now” version of the CRAVE scale before and after interviews. Qualitative data were analyzed with content analysis. A total of 410 unique lower-order themes were classified and grouped into 43 higher order themes (HOTs). From HOTs, six super higher order themes (SHOTs) were designated: (1) wants and aversions, (2) change and stability, (3) autonomy and automaticity, (4) objectives and impulses, (5) restraining and propelling forces, and (6) stress and boredom. Participants stated that they experienced desires to move and rest, including during the interview, but these states changed rapidly and varied both randomly as well as systematically across periods of minutes to months. Some also described a total absence of desire or even aversion to move and rest. Of note, strong urges and cravings for movement, typically from conditions of deprivation (e.g., sudden withdrawal from exercise training) were associated with physical and mental manifestations, such as fidgeting and feeling restless. Urges were often consummated with behavior (e.g., exercise sessions, naps), which commonly resulted in satiation and subsequent drop in desire. Importantly, stress was frequently described as both an inhibitor and instigator of motivation states. CRAVE-Move increased pre-to-post interviews (p < .01). CRAVE-Rest demonstrated a trend to decline (p = .057). Overall, qualitative and quantitative data largely corroborated postulates of the WANT model, demonstrating that people experience wants and cravings to move and rest, and that these states appear to fluctuate significantly, especially in the context of stress, boredom, satiety, and deprivation.
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INTRODUCTION: Adolescents with type 1 diabetes (T1D) face barriers to moderate-to-vigorous physical activity (MVPA) such as uncertainty with self-management, limited access to supportive environments, and stigma related to living with diabetes. Opportunities for peer activities with T1D role model support are limited. To address this need, we tested iterative refinements of pilot Virtual Exercise Games for Youth with T1D (ExerT1D) for feasibility and acceptability. METHODS: The program included 6 versions: study 1 (1.1-1.4) included an active video game, and study 2 (2.1-2.2) included a virtual reality (VR) active video game. All versions included T1D exercise management education by clinicians and goal-setting guided by young adult coaches with T1D. RESULTS: Seventeen adolescents (median age 15.4 [IQR 14.6-16.4] years, 7 non-Hispanic white, 8 male, median HbA1c 8.1% [IQR 7.4%-11.1%]) were enrolled. Participants rated the program, comfort, clinicians, coaches, and group cohesion high/very high. Motivation for the video game was high. Building T1D and MVPA self-management skills was rated excellent at most sessions, as were peer interactions and enriched communication after adding immersive VR in study 2. Transitions between VR apps caused delays of 19 ± 6 min per 60 min-90 min session. Compared to baseline, HbA1c or glucose management indicator decreased over time in an exploratory analysis (d = -1.12, 90% CI: [-1.78, -0.48]). CONCLUSIONS: In a small cohort, the ExerT1D program facilitated a supportive environment for engaging diverse youth with T1D in an MVPA program led by T1D coaches. Larger studies are needed to assess the intervention's impact on engagement with physical activity, glycemic outcomes, and quality of life.
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Abstract – Introduction: Adolescents with type 1 diabetes (T1D) face barriers to moderate-to-vigorous physical activity (MVPA) such as uncertainty with self-management, limited access to supportive environments, and stigma related to living with diabetes. Opportunities for peer activities with T1D role model support are limited. To address this need, we tested iterative refinements of pilot Virtual Exercise Games for Youth with T1D (ExerT1D) for feasibility and acceptability. Methods: The program included 6 versions: study 1 (1.1–1.4) included an active video game, and study 2 (2.1–2.2) included a virtual reality (VR) active video game. All versions included T1D exercise management education by clinicians and goal-setting guided by young adult coaches with T1D. Results: Seventeen adolescents (median age 15.4 [IQR 14.6–16.4] years, 7 non-Hispanic white, 8 male, median HbA1c 8.1% [IQR 7.4%–11.1%]) were enrolled. Participants rated the program, comfort, clinicians, coaches, and group cohesion high/very high. Motivation for the video game was high. Building T1D and MVPA self-management skills was rated excellent at most sessions, as were peer interactions and enriched communication after adding immersive VR in study 2. Transitions between VR apps caused delays of 19 ± 6 min per 60 min–90 min session. Compared to baseline, HbA1c or glucose management indicator decreased over time in an exploratory analysis (d = −1.12, 90% CI: [−1.78, −0.48]). Conclusions: In a small cohort, the ExerT1D program facilitated a supportive environment for engaging diverse youth with T1D in an MVPA program led by T1D coaches. Larger studies are needed to assess the intervention’s impact on engagement with physical activity, glycemic outcomes, and quality of life. © 2026 S. Karger AG, Basel
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