Cargando…
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: | Roberts, Seren Haf, Bailey, Jois |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2023
|
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 |
Ejemplares similares
-
Mental health service users' and professionals' relationship with games and gaming
por: Hopia, Hanna, et al.
Publicado: (2018) -
Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness
por: Ferchaud, Arienne, et al.
Publicado: (2020) -
Perceptions and attitudes of users and non-users of mental health services concerning mental illness and services in Japan
por: Uchino, Takashi, et al.
Publicado: (2023) -
Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms
por: Poppelaars, Marlou, et al.
Publicado: (2018) -
Service user perspectives on coercion in mental health
por: Nomidou, A.
Publicado: (2021)