Intervention Feasibility and Outcomes Evaluation of Applying Short-term Interactive Video Games on Community Patients With Mental Disorders
试验速览
- 阶段
- 不适用
- 入组人数
- 60
- 试验地点
- 1
- 主要终点
- The changes of quality of life (WHOQOL-BREF: WHO Quality of Life: Brief form)
研究概览
简要总结
The purpose of this study is to design prospective experiments before and after the test. The purpose is to explore whether short-term interactive video games can improve the motivation, interpersonal interaction, and physical and mental health of patients with mental illness in community rehabilitation homes. Samples of mentally ill patients from community rehabilitation homes (full-day rehabilitation institutions) in the northern region were collected using a structured questionnaire for the recipients, as follows:
- Collect basic information through a structured questionnaire, which includes basic information, disease status, life style and other related information.
- Three data collections were performed, namely the baseline period (T0) and the pre-program (T1) two weeks later. Three weeks of intervention activities were provided twice a week, followed by a post-test ( post-program, T2).
- After a total of six times mentioned above, each 60 minutes of interactive video game intervention, the patient completed the activity feedback form, reflecting the feelings and feedback of participating in the activity.
详细描述
The purpose of this study is to design prospective experiments before and after the test. The purpose is to explore whether short-term interactive video games can improve the motivation, interpersonal interaction, and physical and mental health of patients with mental illness in community rehabilitation homes. Samples of mentally ill patients from community rehabilitation homes (full-day rehabilitation institutions) in the northern region were collected using a structured questionnaire for the recipients, as follows:
- Collect basic information through a structured questionnaire, which includes basic information, disease status, life style and other related information.
- Three data collections were performed, namely the baseline period (T0) and the pre-program (T1) two weeks later. Three weeks of intervention activities were provided twice a week, followed by a post-test ( post-program, T2).
- After a total of six times mentioned above, each 60 minutes of interactive video game intervention, the patient completed the activity feedback form, reflecting the feelings and feedback of participating in the activity.
Primary Outcome Measure:
The changes of quality of life (WHOQOL-BREF: WHO Quality of Life: Brief form) After Short-term Interactive Video Games the changes of quality of life. This is a 28-items quality of life measurement to assess patient's quality of life.
[Time Frame: 5 Weeks]
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Supportive Care
- 盲法
- None
入排标准
- 年龄范围
- 20 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •The diagnosis conforms to the international classification standards for the diagnosis of dysphoria or bipolar disorder.
- •Be older than 20 years old.
- •those who have a clear sense and can communicate.
- •You can read the instructions carefully, and after you explain, you are willing to participate in the research plan and fill out the consent form.
- •The judges of the researchers can independently answer the interview questionnaires of this research and perform short-term interactive video game players.
- •At present, you can go out, make friends, take care of yourself, and fully exercise your rights. You have the full capacity of an adult and have not been restricted by any laws. Therefore, you do not need to obtain an additional legal agent to participate in this study Sign the consent form.
排除标准
- •People with difficulties in cognitive understanding, such as those who cannot communicate or suffer from cognitive impairments, such as Alzheimer's disease.
- •Those who have obvious obstacles to the physical function of their limbs, who are unable to participate in sports video games.
- •Slow development or lack of moderate intelligence may affect the understanding of interviews or participation in activities.
- •The physical and mental condition has been unstable in the past two weeks, such as instability of vital signs or obvious impaired sense of reality, obvious symptoms of delusions or hallucinations, etc., cannot be interviewed or coordinated with activities.
结局指标
主要结局
The changes of quality of life (WHOQOL-BREF: WHO Quality of Life: Brief form)
时间窗: 5 Weeks
After Short-term Interactive Video Games the changes of quality of life. This is a 28-items quality of life measurement to assess patient's quality of life.
次要结局
- Waist-hip ratio(5 Weeks)
- Body Mass Index(5 Weeks)
- 10-m walking time at maximum(5 Weeks)
- Get Up and Go test(5 Weeks)
- Hierarchy of the Care Required(5 Weeks)
- Short FES-I (Chinese version of the Falls Efficacy Scale )(5 Weeks)
- 10-m walking time at comfortable(5 Weeks)
- 5 times sit-to-stand test(5 Weeks)
- CHQ-12 (Chinese Health Questionnaire)(5 Weeks)
