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Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study
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...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10577994/ https://www.ncbi.nlm.nih.gov/pubmed/37845683 http://dx.doi.org/10.1186/s12888-023-05233-6 |
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author | Roberts, Seren Haf Bailey, Jois |
author_facet | Roberts, Seren Haf Bailey, Jois |
author_sort | Roberts, Seren Haf |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-10577994 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-105779942023-10-17 Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study Roberts, Seren Haf Bailey, Jois BMC Psychiatry Research 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. BioMed Central 2023-10-16 /pmc/articles/PMC10577994/ /pubmed/37845683 http://dx.doi.org/10.1186/s12888-023-05233-6 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Roberts, Seren Haf Bailey, Jois Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
title | Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
title_full | Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
title_fullStr | Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
title_full_unstemmed | Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
title_short | Exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
title_sort | exergaming (physically active video gaming) for mental health service users in a community mental health care setting: an ethnographic observational feasibility study |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10577994/ https://www.ncbi.nlm.nih.gov/pubmed/37845683 http://dx.doi.org/10.1186/s12888-023-05233-6 |
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