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一项针对阈下抑郁大学生的健身游戏干预效果的混合方法研究方案。

The effectiveness of an exergame intervention for college students with subthreshold depression: protocol for a mixed methods study.

机构信息

School of Nursing, Jilin University, Changchun, China.

Invasive Technology Nursing Platform, The First Hospital of Jilin University, Changchun, China.

出版信息

Front Public Health. 2024 Sep 2;12:1390806. doi: 10.3389/fpubh.2024.1390806. eCollection 2024.

Abstract

BACKGROUND

Subthreshold depression (StD) is a condition that significantly influences the mental health and quality of life of college students and increases the risk of developing major depressive disorder (MDD). Exercise therapy has been found to be effective, but may not be enjoyable for everyone. exergames, as a form of exercise therapy, address the limitations of traditional exercise by incorporating gaming elements to make physical activity more entertaining and interactive. Currently, the Nintendo Switch is one of the most widely used exergame devices.

AIMS

To explore the effectiveness of a Nintendo Switch-based exergame intervention on college students with StD compared to a control group, and to analyze their perceptions of the program.

METHODS

This study will employ an explanatory sequential design, starting with a quantitative evaluation using a randomized controlled trial (RCT), followed by a supplementary qualitative study. College students identified as having StD will be randomly allocated in a 1:1 ratio into the exergame intervention group (EIG) or the control group (CG). College students in the EIG will participate in a Nintendo Switch-based exergame program for 8 weeks, with 2-3 sessions per week, lasting 50-60 min each. Participant outcomes in both conditions will be assessed at pre-intervention (T, week 0), post-intervention (T, week 8), 1 month after the intervention (T, week 12), and 2 months after the intervention (T, week 16), and a generalized linear mixed model will be used for analysis. In the qualitative part of this study, interviews will be conducted with college students with StD from the EIG at T to explore their experiences of receiving the intervention, and content analysis will be applied to the data collected.

DISCUSSION

Nintendo provides a user-friendly platform for college students with StD to engage in electronic gaming. Limited research has explored the mental health outcomes of interventions using this type of technology in young people with StD. If the exergame program proves to be effective, it could offer a convenient and feasible intervention for further enhancing the psychological well-being of college students.

CLINICAL TRIAL REGISTRATION

This study was registered in the Chinese Clinical Trial Registry (number: ChiCTR2300068970) on 2nd March 2023.

摘要

背景

阈下抑郁(StD)是一种显著影响大学生心理健康和生活质量的疾病,增加了发展为重度抑郁症(MDD)的风险。运动疗法已被证明是有效的,但可能不是每个人都喜欢。电子游戏作为一种运动疗法,通过融入游戏元素使体育活动更具娱乐性和互动性,解决了传统运动的局限性。目前,任天堂 Switch 是使用最广泛的电子游戏设备之一。

目的

探讨基于任天堂 Switch 的电子游戏干预对阈下抑郁大学生的有效性,并分析他们对该项目的看法。

方法

本研究将采用解释性序贯设计,首先进行一项随机对照试验(RCT)的定量评估,然后进行补充的定性研究。将被诊断为阈下抑郁的大学生随机分配到电子游戏干预组(EIG)或对照组(CG),比例为 1:1。EIG 中的大学生将参加为期 8 周的基于任天堂 Switch 的电子游戏计划,每周 2-3 次,每次 50-60 分钟。在干预前(T,第 0 周)、干预后(T,第 8 周)、干预后 1 个月(T,第 12 周)和干预后 2 个月(T,第 16 周)对两组参与者的结果进行评估,并使用广义线性混合模型进行分析。在本研究的定性部分,将对 EIG 中的阈下抑郁大学生在 T 时进行访谈,以探讨他们接受干预的体验,并对收集到的数据进行内容分析。

讨论

任天堂为阈下抑郁的大学生提供了一个友好的电子游戏平台。很少有研究探讨过使用这种类型的技术对患有阈下抑郁的年轻人进行干预的心理健康结果。如果电子游戏计划被证明有效,它可以为进一步增强大学生的心理健康提供一种方便可行的干预措施。

临床试验注册

本研究于 2023 年 3 月 2 日在中国临床试验注册中心(注册号:ChiCTR2300068970)注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4757/11402669/f650ab448ef5/fpubh-12-1390806-g001.jpg

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