Cargando…

A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness

BACKGROUND AND OBJECTIVES: One of the most overlooked populations in our society and in health care are middle-aged and older adults living with a serious mental illness (SMI) despite the growing numbers of this population. Health care communities, including both inpatient and outpatient mental heal...

Descripción completa

Detalles Bibliográficos
Autores principales: Leutwyler, Heather, Hubbard, Erin, Cooper, Bruce
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Oxford University Press 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9701060/
https://www.ncbi.nlm.nih.gov/pubmed/36452052
http://dx.doi.org/10.1093/geroni/igac049
_version_ 1784839459665084416
author Leutwyler, Heather
Hubbard, Erin
Cooper, Bruce
author_facet Leutwyler, Heather
Hubbard, Erin
Cooper, Bruce
author_sort Leutwyler, Heather
collection PubMed
description BACKGROUND AND OBJECTIVES: One of the most overlooked populations in our society and in health care are middle-aged and older adults living with a serious mental illness (SMI) despite the growing numbers of this population. Health care communities, including both inpatient and outpatient mental health programs, have a responsibility to provide care that nurtures clients’ mental as well as physical health needs. Providing accessible and engaging physical activity programs is an excellent way to provide this type of holistic care. The purpose of this article is to describe the impact of a pilot videogame-based physical activity program on walking speed in older adults with SMI. RESEARCH DESIGN AND METHODS: A one-group pretest post-test pilot study was conducted with a sample of 52 older adults with SMI recruited from community-based mental health programs. Participants played an active videogame (using the Kinect for Xbox 360 game system; Microsoft, Redmond, WA) for 50-minute group sessions 3 times a week for 10 weeks. Walking speed was assessed with the timed 3-m walk from the Short Physical Performance Battery at enrollment, 5 weeks, and 10 weeks. RESULTS: Participants achieved statistically significant improvement in walking speed (0.10 m/s, bias-corrected confidence interval Lower Limit (LL) 0.04, Upper Limit (UL) 0.15) over a 10-week period. This change represents a clinically and statistically (p ≤ .05) significant improvement in walking speed. Best estimates for clinically meaningful changes in walking speed are 0.05 m/s for a small change and 0.10 m/s for a substantial change. DISCUSSION AND IMPLICATIONS: Results suggest that engagement in a group videogame-based physical activity program has the potential to improve walking speed in older adults with SMI. In turn, walking speed is an important indicator of premature mortality and cardiorespiratory fitness.
format Online
Article
Text
id pubmed-9701060
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher Oxford University Press
record_format MEDLINE/PubMed
spelling pubmed-97010602022-11-29 A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness Leutwyler, Heather Hubbard, Erin Cooper, Bruce Innov Aging Special Issue: Nursing Science Interventions in Aging BACKGROUND AND OBJECTIVES: One of the most overlooked populations in our society and in health care are middle-aged and older adults living with a serious mental illness (SMI) despite the growing numbers of this population. Health care communities, including both inpatient and outpatient mental health programs, have a responsibility to provide care that nurtures clients’ mental as well as physical health needs. Providing accessible and engaging physical activity programs is an excellent way to provide this type of holistic care. The purpose of this article is to describe the impact of a pilot videogame-based physical activity program on walking speed in older adults with SMI. RESEARCH DESIGN AND METHODS: A one-group pretest post-test pilot study was conducted with a sample of 52 older adults with SMI recruited from community-based mental health programs. Participants played an active videogame (using the Kinect for Xbox 360 game system; Microsoft, Redmond, WA) for 50-minute group sessions 3 times a week for 10 weeks. Walking speed was assessed with the timed 3-m walk from the Short Physical Performance Battery at enrollment, 5 weeks, and 10 weeks. RESULTS: Participants achieved statistically significant improvement in walking speed (0.10 m/s, bias-corrected confidence interval Lower Limit (LL) 0.04, Upper Limit (UL) 0.15) over a 10-week period. This change represents a clinically and statistically (p ≤ .05) significant improvement in walking speed. Best estimates for clinically meaningful changes in walking speed are 0.05 m/s for a small change and 0.10 m/s for a substantial change. DISCUSSION AND IMPLICATIONS: Results suggest that engagement in a group videogame-based physical activity program has the potential to improve walking speed in older adults with SMI. In turn, walking speed is an important indicator of premature mortality and cardiorespiratory fitness. Oxford University Press 2022-08-11 /pmc/articles/PMC9701060/ /pubmed/36452052 http://dx.doi.org/10.1093/geroni/igac049 Text en © The Author(s) 2022. Published by Oxford University Press on behalf of The Gerontological Society of America. https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Special Issue: Nursing Science Interventions in Aging
Leutwyler, Heather
Hubbard, Erin
Cooper, Bruce
A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness
title A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness
title_full A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness
title_fullStr A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness
title_full_unstemmed A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness
title_short A Group Videogame-Based Physical Activity Program Improves Walking Speed in Older Adults Living With a Serious Mental Illness
title_sort group videogame-based physical activity program improves walking speed in older adults living with a serious mental illness
topic Special Issue: Nursing Science Interventions in Aging
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9701060/
https://www.ncbi.nlm.nih.gov/pubmed/36452052
http://dx.doi.org/10.1093/geroni/igac049
work_keys_str_mv AT leutwylerheather agroupvideogamebasedphysicalactivityprogramimproveswalkingspeedinolderadultslivingwithaseriousmentalillness
AT hubbarderin agroupvideogamebasedphysicalactivityprogramimproveswalkingspeedinolderadultslivingwithaseriousmentalillness
AT cooperbruce agroupvideogamebasedphysicalactivityprogramimproveswalkingspeedinolderadultslivingwithaseriousmentalillness
AT leutwylerheather groupvideogamebasedphysicalactivityprogramimproveswalkingspeedinolderadultslivingwithaseriousmentalillness
AT hubbarderin groupvideogamebasedphysicalactivityprogramimproveswalkingspeedinolderadultslivingwithaseriousmentalillness
AT cooperbruce groupvideogamebasedphysicalactivityprogramimproveswalkingspeedinolderadultslivingwithaseriousmentalillness