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

  • David Kimhy
  • , Samira Khan
  • , Lindsey Ayanrouh
  • , Rachel W. Chang
  • , Marie C. Hansen
  • , Amanda Lister
  • , Jacob S. Ballon
  • , Julia Vakhrusheva
  • , Hilary F. Armstrong
  • , Matthew N. Bartels
  • , Richard P. Sloan

Research output: Contribution to journalArticlepeer-review

29 Scopus citations

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.

Original languageEnglish
Pages (from-to)240-243
Number of pages4
JournalPsychiatric Services
Volume67
Issue number2
DOIs
StatePublished - 1 Feb 2016
Externally publishedYes

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