Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence PSYCHIATRIC SERVICES Kimhy, D., Khan, S., Ayanrouh, L., Chang, R. W., Hansen, M. C., Lister, A., Ballon, J. S., Vakhrusheva, J., Armstrong, H. F., Bartels, M. N., Sloan, R. P. 2016; 67 (2): 240-243

Abstract

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.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.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 2.24±1.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events.Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.

View details for DOI 10.1176/appi.ps.201400523

View details for Web of Science ID 000377775400022

View details for PubMedID 26423100