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

OBJECTIVES: The purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA, USA) on physical activity in older adults with schizophrenia. METHODS: In this one group pre-test, post-test pilot...

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Detalles Bibliográficos
Autores principales: Leutwyler, Heather, Hubbard, Erin, Cooper, Bruce, Dowling, Glenna
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4685058/
https://www.ncbi.nlm.nih.gov/pubmed/26733891
http://dx.doi.org/10.3389/fpsyt.2015.00180
Descripción
Sumario:OBJECTIVES: The purpose of this report is to describe the impact of a videogame-based pilot physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA, USA) on physical activity in older adults with schizophrenia. METHODS: In this one group pre-test, post-test pilot study, 20 participants played an active videogame for 30 min, once a week for 6 weeks. Physical activity was measured by self-report with the Yale Physical Activity Survey and objectively with the Sensewear Pro armband at enrollment and at the end of the 6-week program. RESULTS: There was a significant increase in frequency of self-reported vigorous physical activity. We did not detect a statistically significant difference in objectively measured physical activity although increase in number of steps and sedentary activity were in the desired direction. CONCLUSION: These results suggest participants’ perception of physical activity intensity differs from the intensity objectively captured with a valid and reliable physical activity monitor.