Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence

Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence
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DOI:
10.1176/appi.ps.201400523
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发表时间:
2016-02-01
影响因子:
3.8
通讯作者:
Sloan, Richard P.
Sloan, Richard P.
中科院分区:
医学3区
文献类型:
--
作者:
Kimhy, David;Khan, Samira;Sloan, Richard P.

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目的:主动游戏视频游戏已被用来增强各种临床人群的有氧健身能力,但其在精神分裂症患者中的使用受到限制。方法:通过 16 名精神分裂症患者在为期 12 周的 AE 计划(包括每周 3 次每次一小时的锻炼)中使用有氧运动 (AE) 设备,获得了可行性、可接受性、安全性和依从性数据。设备包括带有 Kinect 动作感应设备的 Xbox 360 锻炼视频游戏和传统锻炼设备。结果:大多数参与者 (81%) 完成了培训,平均参加了 79% 的课程。玩 Xbox 的时间比例 (39%) 超过了任何其他类型设备的时间。使用 Xbox 时,参与者每次玩 2.24+/-1.59 游戏,并报告了较高的可接受性和享受度,没有不良事件。结论:可行性、可接受性、依从性和安全性的衡量标准支持将主动玩视频游戏纳入精神分裂症患者的 AE 培训中。
Objective: Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited.Methods: Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment.Results: Most participants (81%) completed the training, attending an average of 79% of sessions. The proportion of time spent playing Xbox (39%) exceeded time spent on any other type of equipment. When using Xbox, participants played 2.24+/-1.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events.Conclusions: Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.