Gyllensten Amanda Lundvik, Forsberg Karl-Anton
a Department of Health Sciences , Research Group Physiotherapy, Lund University , Lund, Sweden.
b Department of Research and Development in Social Psychiatry , Socialpsykiatriskt Kunskapscenter , Umeå , Sweden.
Disabil Rehabil Assist Technol. 2017 Nov;12(8):780-788. doi: 10.1080/17483107.2016.1263881. Epub 2016 Dec 28.
To study the effectiveness of Exergames in communal psychiatry for persons with severe mental illness, a randomized cluster study was performed. The hypothesis was to increase physical activity habits to improve somatic health. To identify factors promoting or impeding the use of the Exergames.
Assessments of BMI, blood pressure, physical fitness, SF36, GAF and social interactions were studied at baseline and 10 months. An integrated methods design using content analysis of focus group interviews was integrated with a statistical analysis. Forty-three persons were randomized to the intervention and 30 to the control group. The qualitative interviews included 18 users, 11 staffs and one technical assistant.
There were no significant between-group changes in physical activity behaviours or somatic health parameters after 10 months. Only 5% of the intervention group made systematic use of the intervention. Technological difficulties and staff attitudes were found to be barriers. The Exergames were perceived as technically complicated. The staff did not see playing TV games as important and negative attitudes were found.
Exergames was not a successful intervention to increase physical activity behaviours in persons with severe mental illness in the community. Exergames and motivation for physical activity in this group is problematic. Implications for rehabilitation There are difficulties to change passive physical activity habits for persons with severe mental illness, living in sheltered housing conditions in the community due to negative symptoms with depression, low motivation and bad self -confidence. An exergame intervention was not successful in this group of persons. No somatic health benefits were found. Simple physical activities and offering different choices meeting different user needs should be offered. Ensuring user and staff engagement, good technical knowledge and good monitoring is a need for a successful intervention, if Exergames are offered as an alternative physical activity.
为研究电子游戏对患有严重精神疾病的患者在社区精神病学中的有效性,开展了一项随机整群研究。假设是增加体育活动习惯以改善身体健康。识别促进或阻碍电子游戏使用的因素。
在基线和10个月时研究体重指数、血压、体能、SF36、总体功能评估量表(GAF)和社交互动。采用焦点小组访谈内容分析的综合方法设计与统计分析相结合。43人被随机分配到干预组,30人被分配到对照组。定性访谈包括18名使用者、11名工作人员和1名技术助理。
10个月后,两组之间在体育活动行为或身体健康参数方面没有显著变化。只有5%的干预组系统地使用了干预措施。发现技术困难和工作人员态度是障碍。电子游戏被认为技术复杂。工作人员不认为玩电视游戏很重要,且发现存在消极态度。
电子游戏并非增加社区中患有严重精神疾病患者体育活动行为的成功干预措施。该群体中电子游戏与体育活动动机存在问题。对康复的启示 对于患有严重精神疾病、因抑郁的阴性症状、低动机和自信心差而居住在社区庇护住房条件下的患者,改变其被动体育活动习惯存在困难。电子游戏干预对这组患者并不成功。未发现对身体健康有益。应提供简单的体育活动并提供满足不同用户需求的不同选择。如果将电子游戏作为替代体育活动提供,成功干预需要确保用户和工作人员的参与、良好的技术知识和良好的监测。