Literature DB >> 29127562

Impact of a Pilot Videogame-Based Physical Activity Program on Walking Speed in Adults with Schizophrenia.

H Leutwyler1, E Hubbard2, B A Cooper3, G Dowling2.   

Abstract

The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program. The intervention group (n = 13) showed an average improvement in walking speed of 0.08 m/s and the control group (n = 15) showed an average improvement in walking speed of 0.03 m/s. Although the change in walking speed was not statistically significant, the intervention group had between a small and substantial clinically meaningful change. The results suggest a videogame based physical activity program provides clinically meaningful improvement in walking speed, an important indicator of health status.

Entities:  

Keywords:  Mobility; Schizophrenia; Videogame-based physical activity; Walking speed

Mesh:

Year:  2017        PMID: 29127562     DOI: 10.1007/s10597-017-0208-6

Source DB:  PubMed          Journal:  Community Ment Health J        ISSN: 0010-3853


  22 in total

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Authors:  Satu Viertiö; Päivi Sainio; Seppo Koskinen; Jonna Perälä; Samuli I Saarni; Marja Sihvonen; Jouko Lönnqvist; Jaana Suvisaari
Journal:  Soc Psychiatry Psychiatr Epidemiol       Date:  2008-09-17       Impact factor: 4.328

2.  Physical activity patterns in adults with severe mental illness.

Authors:  Gail L Daumit; Richard W Goldberg; Christopher Anthony; Faith Dickerson; Clayton H Brown; Julie Kreyenbuhl; Karen Wohlheiter; Lisa B Dixon
Journal:  J Nerv Ment Dis       Date:  2005-10       Impact factor: 2.254

3.  Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

Authors:  Heather Leutwyler; Erin M Hubbard; Sophia Vinogradov; Glenna A Dowling
Journal:  Games Health J       Date:  2012-10

4.  Effects of exercise training with traditional dancing on functional capacity and quality of life in patients with schizophrenia: a randomized controlled study.

Authors:  A Kaltsatou; E Kouidi; K Fountoulakis; C Sipka; V Theochari; D Kandylis; A Deligiannis
Journal:  Clin Rehabil       Date:  2014-12-18       Impact factor: 3.477

5.  Understanding excess mortality in persons with mental illness: 17-year follow up of a nationally representative US survey.

Authors:  Benjamin G Druss; Liping Zhao; Silke Von Esenwein; Elaine H Morrato; Steven C Marcus
Journal:  Med Care       Date:  2011-06       Impact factor: 2.983

6.  Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence.

Authors:  David Kimhy; Samira Khan; Lindsey Ayanrouh; Rachel W Chang; Marie C Hansen; Amanda Lister; Jacob S Ballon; Julia Vakhrusheva; Hilary F Armstrong; Matthew N Bartels; Richard P Sloan
Journal:  Psychiatr Serv       Date:  2015-10-01       Impact factor: 3.084

7.  Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

Authors:  Pauline Maillot; Alexandra Perrot; Alan Hartley
Journal:  Psychol Aging       Date:  2011-11-28

8.  Clinically significant improved fitness and weight loss among overweight persons with serious mental illness.

Authors:  Stephen J Bartels; Sarah I Pratt; Kelly A Aschbrenner; Laura K Barre; Kenneth Jue; Rosemarie S Wolfe; Haiyi Xie; Gregory McHugo; Meghan Santos; Gail E Williams; John A Naslund; Kim T Mueser
Journal:  Psychiatr Serv       Date:  2013-08-01       Impact factor: 3.084

Review 9.  Gait speed at usual pace as a predictor of adverse outcomes in community-dwelling older people an International Academy on Nutrition and Aging (IANA) Task Force.

Authors:  G Abellan van Kan; Y Rolland; S Andrieu; J Bauer; O Beauchet; M Bonnefoy; M Cesari; L M Donini; S Gillette Guyonnet; M Inzitari; F Nourhashemi; G Onder; P Ritz; A Salva; M Visser; B Vellas
Journal:  J Nutr Health Aging       Date:  2009-12       Impact factor: 4.075

10.  The Impact of a Videogame-Based Pilot Physical Activity Program in Older Adults with Schizophrenia on Subjectively and Objectively Measured Physical Activity.

Authors:  Heather Leutwyler; Erin Hubbard; Bruce Cooper; Glenna Dowling
Journal:  Front Psychiatry       Date:  2015-12-21       Impact factor: 4.157

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  3 in total

1.  High-intensity interval training and active video gaming improve neurocognition in schizophrenia: a randomized controlled trial.

Authors:  Gry Bang-Kittilsen; Jens Egeland; Tom Langerud Holmen; Therese Torgersen Bigseth; Eivind Andersen; Jon Mordal; Pål Ulleberg; John Abel Engh
Journal:  Eur Arch Psychiatry Clin Neurosci       Date:  2020-11-06       Impact factor: 5.270

2.  Feasibility of an Intervention Targeting Health through Exergaming as an Alternative to Routine Treatment (FIT HEART): protocol for a non-randomised two-armed pilot study.

Authors:  Sharlene Kaye; Amy Lewandowski; Mitchell Dunne; Julia Bowman; Vicki Archer
Journal:  Pilot Feasibility Stud       Date:  2022-06-11

3.  Evaluation of Full-Body Gestures Performed by Individuals with Down Syndrome: Proposal for Designing User Interfaces for All Based on Kinect Sensor.

Authors:  Marta Sylvia Del Rio Guerra; Jorge Martin-Gutierrez
Journal:  Sensors (Basel)       Date:  2020-07-15       Impact factor: 3.576

  3 in total

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