Use of active-play video games to enhance aerobic fitness in schizophrenia: Feasibility, safety, and adherence

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Abstract

Objective: Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. Methods: Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment. Results: Most participants (81%) completed the training, attending an average of 79% of sessions. The proportion of time spent playing Xbox (39%) exceeded time spent on any other type of equipment. When using Xbox, participants played 2.2461.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events. Conclusions: Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.

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APA

Kimhy, D., Khan, S., Ayanrouh, L., Chang, R. W., Hansen, M. C., Lister, A., … Sloan, R. P. (2016). Use of active-play video games to enhance aerobic fitness in schizophrenia: Feasibility, safety, and adherence. Psychiatric Services, 67(2), 240–243. https://doi.org/10.1176/appi.ps.201400523

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