TY - JOUR
T1 - Use of active-play video games to enhance aerobic fitness in schizophrenia
T2 - Feasibility, safety, and adherence
AU - Kimhy, David
AU - Khan, Samira
AU - Ayanrouh, Lindsey
AU - Chang, Rachel W.
AU - Hansen, Marie C.
AU - Lister, Amanda
AU - Ballon, Jacob S.
AU - Vakhrusheva, Julia
AU - Armstrong, Hilary F.
AU - Bartels, Matthew N.
AU - Sloan, Richard P.
N1 - Funding Information:
This work was supported by grant 1R21MH096132 from the National Institute of Mental Health to Dr. Kimhy. The study is registered at ClinicalTrials.gov (identifier NCT01897064).
PY - 2016/2/1
Y1 - 2016/2/1
N2 - 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 2.2461.59 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.
AB - 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 2.2461.59 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.
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U2 - 10.1176/appi.ps.201400523
DO - 10.1176/appi.ps.201400523
M3 - Article
C2 - 26423100
AN - SCOPUS:84956604390
SN - 1075-2730
VL - 67
SP - 240
EP - 243
JO - Hospital and Community Psychiatry
JF - Hospital and Community Psychiatry
IS - 2
ER -