2015
DOI: 10.3389/fpsyt.2015.00180
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The Impact of a Videogame-Based Pilot Physical Activity Program in Older Adults with Schizophrenia on Subjectively and Objectively Measured Physical Activity

Abstract: ObjectivesThe purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA, USA) on physical activity in older adults with schizophrenia.MethodsIn this one group pre-test, post-test pilot study, 20 participants played an active videogame for 30 min, once a week for 6 weeks. Physical activity was measured by self-report with the Yale Physical Activity Survey and objectively with the Sensewear Pro armband a… Show more

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Cited by 21 publications
(31 citation statements)
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“…Two studies recruited people with FEP (Curtis et al, 2015;Firth et al, 2016), the majority included people with schizophrenia spectrum (full details in Table 1). Overall, 12 studies assessed physical activity using an objective measure (Beebe et al, 2011;Gomes et al, 2014Gomes et al, , 2015Gorczynski et al, 2014;Kimhy et al, 2014;Leutwyler et al, 2013Leutwyler et al, , 2015McCreadie, 2003;Scheewe et al, 2013;Snethen et al, 2014;Wang et al, 2012), one utilized an objective and subjective measure (Lindamer et al, 2008), while the remaining studies used a SRQ, primarily the IPAQ SF (Table 1). Light, moderate, moderate-vigorous and vigorous physical activity was captured by 22 (n = 2658), 22 (n = 2563), 16 (n = 559) and 21 (n = 2533) study estimates respectively.…”
Section: Details Of Included Studies and Participants' Characteristicsmentioning
confidence: 99%
See 1 more Smart Citation
“…Two studies recruited people with FEP (Curtis et al, 2015;Firth et al, 2016), the majority included people with schizophrenia spectrum (full details in Table 1). Overall, 12 studies assessed physical activity using an objective measure (Beebe et al, 2011;Gomes et al, 2014Gomes et al, , 2015Gorczynski et al, 2014;Kimhy et al, 2014;Leutwyler et al, 2013Leutwyler et al, , 2015McCreadie, 2003;Scheewe et al, 2013;Snethen et al, 2014;Wang et al, 2012), one utilized an objective and subjective measure (Lindamer et al, 2008), while the remaining studies used a SRQ, primarily the IPAQ SF (Table 1). Light, moderate, moderate-vigorous and vigorous physical activity was captured by 22 (n = 2658), 22 (n = 2563), 16 (n = 559) and 21 (n = 2533) study estimates respectively.…”
Section: Details Of Included Studies and Participants' Characteristicsmentioning
confidence: 99%
“…234 full texts were reviewed and 199 were excluded with reasons (see Fig. 1), with 35 unique studies meeting the eligibility criteria (Arbour-Nicitopoulos et al, 2014;Arbour-Nicitopoulos et al, 2010;Attux et al, 2013;Baker et al, 2014;Beebe et al, 2011;Bredin et al, 2013;Brunero and Lamont, 2010;Curtis et al, 2015;Faulkner et al, 2006;Firth et al, 2016;Gardner-Sood et al, 2015;Gomes et al, 2014Gomes et al, , 2015Gorczynski et al, 2014;Janney, 2012;Janney et al, 2015;Keller-Varady et al, 2015;Kimhy et al, 2014;Leutwyler et al, 2013Leutwyler et al, , 2015Lindamer et al, 2008;Lovell et al, 2014;Masa-Font et al, 2015;McCreadie, 2003;McKibbin et al, 2006;McLeod et al, 2009;Morgan et al, 2014;Ostermann et al, 2012;Scheewe et al, 2013;Snethen et al, 2014;Vancampfort et al, 2013aVancampfort et al, , 2013cVancampfort et al, , 2015aVreeland et al, 2003;Wang et al, 2012) Full details of the search results are summarized in Fig. 1.…”
Section: Study Selectionmentioning
confidence: 99%
“…Game play has been shown to relieve depressive symptoms and provide a novel way for older adults with SMI to get regular physical activity. 28,29 In addition, the social aspects of some games may promote a sense of belonging, allowing players to make new friends and foster connections with existing friends and family. 30 This reinforcement of social participation also contributes to a sense of mastery and self-efficacy, which subsequently improves psychosocial wellbeing and directly predicts mental health recovery.…”
Section: Gaps In Research Into Media Use In People With Severe Mentalmentioning
confidence: 99%
“…Some interesting results have emerged, however. The inclusion of gaming tools within digital therapies has been assessed in several trials that studied participants with various sociodemographical profiles and disorders ( 11 13 ), including promising preliminary work in participants suffering from psychotic disorders ( 8 , 12 ). Controlled studies on the assessment of digital serious games targeting depression ( 2 , 11 ) and cognitive training in older adults ( 4 ) found promising findings, as did controlled studies on non-digital serious games developed to reduce delusional convictions in psychotic patients ( 1 ) or to promote smoking cessation ( 5 ).…”
Section: Introductionmentioning
confidence: 99%