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社区精神卫生保健环境中精神健康服务使用者的健身游戏(积极运动视频游戏):一项民族志观察可行性研究。

Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study.

机构信息

School of Healthcare Sciences, College of Biomedical and Life Sciences, Cardiff University, Heath Park, Cardiff, CF144XN, UK.

Betsi Cadwaladr University Health Board, Wrexham, UK.

出版信息

BMC Psychiatry. 2023 Oct 16;23(1):752. doi: 10.1186/s12888-023-05233-6.

Abstract

BACKGROUND

People with severe and enduring mental illness experience health inequalities with premature mortality; lifestyle behaviours are known to be contributing factors with low levels of physical activity reported. Facilitating physical activity to help maintain or improve health for those who are disadvantaged is essential. Exergaming (gaming involving physical movement) is increasingly used to improve physical activity across the lifespan and for those with a range clinical conditions; this might offer a way to increase physical activity for those with severe mental illness. The aim of this study was to explore engagement of mental health service users with exergaming to increase physical activity in a community mental health care setting.

METHODS

An ethnographic observational feasibility study was undertaken through participant observation and semi-structured interviews. A gaming console was made available for 2 days per week for 12 months in a community mental health setting. A reflexive thematic analysis was performed on the data.

RESULTS

Twenty one mental health service users engaged with the intervention, with two thirds exergaming more than once. One participant completed the semi-structured interview. Key themes identified from the observational field notes were: support (peer and staff support); opportunity and accessibility; self-monitoring; and perceived benefits. Related themes that emerged from interview data were: benefits; motivators; barriers; and delivery of the intervention. Integrating these findings, we highlight social support; fun, enjoyment and confidence building; motivation and self-monitoring; and, accessibility and delivery in community mental health care context are key domains of interest for mental health care providers.

CONCLUSIONS

We provide evidence that exergaming engages people with SMI with physical activity. The value, acceptability and feasibility of open access exergaming in a community mental health service context is supported. Facilitating exergaming has the potential to increase physical activity for mental health service users leading to possible additional health benefits.

摘要

背景

患有严重和持久精神疾病的人会出现过早死亡的健康不平等现象;已知生活方式行为是造成这种情况的因素之一,据报道他们的身体活动水平较低。为那些处于不利地位的人提供身体活动以帮助维持或改善健康至关重要。电子游戏(涉及身体运动的游戏)越来越多地用于在整个生命周期中提高身体活动水平,也用于治疗各种临床疾病;这可能为提高严重精神疾病患者的身体活动水平提供一种途径。本研究旨在探讨在社区心理健康护理环境中,让精神健康服务使用者参与电子游戏以增加身体活动的情况。

方法

通过参与观察和半结构式访谈进行了一项民族志观察可行性研究。在社区心理健康环境中,每周提供两天,为期 12 个月的游戏机。对数据进行了反思性主题分析。

结果

有 21 名精神健康服务使用者参与了干预措施,其中三分之二的人不止一次玩电子游戏。一名参与者完成了半结构式访谈。从观察性实地记录中确定的主要主题包括:支持(同伴和工作人员的支持);机会和可及性;自我监测;以及感知到的益处。从访谈数据中出现的相关主题包括:益处;动机;障碍;以及干预措施的实施。综合这些发现,我们强调在社区心理健康护理环境中,社会支持;乐趣、享受和建立信心;动机和自我监测;以及可及性和实施是精神健康护理提供者感兴趣的关键领域。

结论

我们提供的证据表明,电子游戏使患有 SMI 的人参与到身体活动中来。在社区心理健康服务环境中提供开放访问电子游戏的价值、可接受性和可行性得到了支持。促进电子游戏有可能增加精神健康服务使用者的身体活动,从而可能带来额外的健康益处。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c869/10577994/47a2bedcc9a5/12888_2023_5233_Fig1_HTML.jpg

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