David Kimhy1, Samira Khan1, Lindsey Ayanrouh1, Rachel W Chang1, Marie C Hansen1, Amanda Lister1, Jacob S Ballon1, Julia Vakhrusheva1, Hilary F Armstrong1, Matthew N Bartels1, Richard P Sloan1. 1. 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: kimhyda@nyspi.columbia.edu ). Dr. Kimhy, Dr. Ballon, and Dr. Sloan are also with the New York State Psychiatric Institute, New York, where Ms. Khan, Ms. Ayanrouh, Ms. Chang, Ms. Hansen, and Ms. Lister are affiliated. Dr. Bartels is with the Department of Rehabilitation Medicine, Albert Einstein College of Medicine/Montefiore Medical Center, Bronx, New York.
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.
RCT Entities:
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.
Authors: Luz H Ospina; Melanie Wall; Lars F Jarskog; Jacob S Ballon; Joseph McEvoy; Matthew N Bartels; Richard Buchsbaum; Richard P Sloan; T Scott Stroup; David Kimhy Journal: J Psychiatr Brain Sci Date: 2019-12-30