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使用主动式电子游戏增强精神分裂症患者的有氧适能:可行性、安全性及依从性

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

作者信息

Kimhy David, Khan Samira, Ayanrouh Lindsey, Chang Rachel W, Hansen Marie C, Lister Amanda, Ballon Jacob S, Vakhrusheva Julia, Armstrong Hilary F, Bartels Matthew N, Sloan Richard P

机构信息

Dr. Kimhy, Dr. Ballon, Dr. Vakhrusheva, and Dr. Sloan are with the Department of Psychiatry and Ms. Armstrong is with the Department of Rehabilitation and Regenerative Medicine, Columbia University, New York (e-mail:

出版信息

Psychiatr Serv. 2016 Feb;67(2):240-3. doi: 10.1176/appi.ps.201400523. Epub 2015 Oct 1.

DOI:10.1176/appi.ps.201400523
PMID:26423100
Abstract

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.

摘要

目的

活跃式电子游戏已被用于提高各类临床人群的有氧适能,但在精神分裂症患者中的应用却很有限。

方法

在一项为期12周的有氧运动(AE)计划中,16名精神分裂症患者使用AE设备,该计划每周包括三次一小时的锻炼课程,以此获取可行性、可接受性、安全性及依从性数据。设备包括配备Kinect运动感应装置的Xbox 360运动电子游戏及传统锻炼设备。

结果

大多数参与者(81%)完成了训练,平均参加了79%的课程。玩Xbox的时间比例(39%)超过了在其他任何类型设备上花费的时间。使用Xbox时,参与者每次课程玩2.24±1.59款游戏,并报告了较高的可接受性和愉悦度评分,且无不良事件。

结论

可行性、可接受性、依从性和安全性指标支持将活跃式电子游戏纳入精神分裂症患者的AE训练。

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