Skip to content

Exergame on Sleep and Emotion Among Students

Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03906396
Enrollment
36
Registered
2019-04-08
Start date
2019-02-27
Completion date
2019-04-07
Last updated
2020-02-26

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Anxiety, Depression, Sleep, Stress

Keywords

xbox kinect, gaming technology, stress, anxiety, depression, randomised control trial, sleep quality, intervention

Brief summary

This study aims to investigate the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare undergraduate students. Thirty-six participants will be recruited and randomly allocated into the intervention and control group. The session will be 30 minutes per session for three times per week. Two outcome measures will be used at pre and post intervention.

Detailed description

Sleep deprivation and emotional problems such as stress, anxiety and depression commonly occur in university students. Exercise is beneficial to ameliorate those problems however university students are not serious to uptake physical activity. Commercially available exergame such as Xbox 360 Kinect is one of the alternatives. This study aims to investigate the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare undergraduate students. A pilot two-armed parallel randomized controlled trial was implemented. A total of 36 undergraduate students was recruited and randomly allocated into the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three times per week for six weeks. Information on psychology (DASS-21) and sleep (FOSQ-30) status were collected at pre- and post-experiment. The researcher-developed feasibility questionnaire was given to the participants in the intervention group at post-experiment. Repeated-measures ANOVA analysis was used to investigate within-between group comparison and significant value was set at p≤0.05. The analysis found potential improvement on sleep (p=0.039) and psychological health (p=0.002-0.067). The intervention protocol is feasible and highly accepted by the participants. Required optimum amount of dosage, sample size and used of outcome measures are suggested from the findings. This pilot and feasibility study support the use of Xbox 360 Kinect games in practice and to be implemented for future research.

Interventions

DEVICEXbox 360 Kinect

A session 30 minutes of exercise game activities using the Xbox 360 Kinect will be performed by each participant. Games uses for the activity are Sports Kinect and Sports Kinect 2. Xbox 360 Kinect - the players themselves become the ''game controller'' via their body movements and gestures, Kinect-enabled game titles lend themselves comfortably to the class of exercise games.

Sponsors

National University of Malaysia
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Outcomes Assessor)

Masking description

i) A number of assessors from occupational therapy students will be recruited. This is to allow for randomization possibility on assessment responsibility. 1. Pre-evaluation is conducted randomly by accident by an independent assessor with an occupational therapy background without knowing which participant in which group. There is no specific client on specific assessor. 2. The post-evaluation is conducted randomly by accident by an independent assessor with an occupational therapy background. There is no specific client on specific assessor. ii) Information among participants is kept confidential and blinding from each other. No cross-over is allowed to reduce bias.

Intervention model description

Intervention group: Using the Xbox 360 Kinect Control Group: No intervention, continue with daily routine

Eligibility

Sex/Gender
ALL
Age
19 Years to 25 Years
Healthy volunteers
Yes

Inclusion criteria

* Undergraduate healthcare students * Able to read and understand English version questionnaire * Having BMI \<25

Exclusion criteria

* Person with condition (i.e. asthma, heart problem) that prevent from participating in active physical activities. * Known history of mental health issues * Visually impaired students iv. Postgraduate students

Design outcomes

Primary

MeasureTime frameDescription
Depression, Anxiety and Stress Scales Questionnaire (DASS-21)1 weekThe Depression, Anxiety and Stress Scale -21 Items (DASS-21) is a set of three self-report scales designed to measure the emotional states of depression, anxiety and stress. Each of the three DASS-21 scales contains 7 items, divided into subscales with similar content. Scores for depression, anxiety and stress are calculated by summing the scores for the relevant items. Scoring for each scale is from 0 to 3 (Never:0; Sometimes:1; Often:2; Almost Always:3). Overall score is summed to indicate if the person has depression, anxiety or stress. For depression total score indicators (Normal:0-4; Mild:5-6; Moderate:7-10; Severe:11-13; Extremely Severe:14+). For anxiety total score indicators (Normal: 0-3; Mild:4-5; Moderate:6-7; Severe: 8-9; Extremely Severe: 10+). For stress total score indicators (Normal:0-7; Mild: 8-9; Moderate: 10-12; Severe: 13-16; Extremely Severe: 17+)
Functional Outcome of Sleep Questionnaire (FOSQ-30)1 weekConsisting of 30 questions related to the effects of fatigue on daily activities, the instrument was designed to evaluate the respondent's quality of life as it relates to disorders of excessive sleepiness. In 30 items, the FOSQ then assesses difficulty, due to sleepiness, in performing activities of daily living and recreational activities, which are categorized into the following 5 subscales: 1) activity level (9 items), 2) vigilance (7 items), 3) intimacy and sexual relationships (4 items), 4) general productivity (8 items), and 5) social outcomes (2 items). Scoring is from 0-4 (0: I don't do this activity for other reasons; 1: Yes, Extremely Difficult; 2: Yes, Moderate Difficulty; 3: Yes, Little Difficulty: 4: No Difficulty. The potential range of scores for the Total Score is 5 -20. Lower Score indicates more difficulty performing everyday activities when tired or sleepy, while higher score indicates less difficulty performing everyday activities when tired or sleepy.

Countries

Malaysia

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026