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Applying Short-term Interactive Video Games on Community Patients With Mental Disorders

Intervention Feasibility and Outcomes Evaluation of Applying Short-term Interactive Video Games on Community Patients With Mental Disorders

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04346303
Enrollment
60
Registered
2020-04-15
Start date
2020-03-16
Completion date
2020-12-31
Last updated
2020-04-15

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

Conditions

Nursing, Psychiatry

Keywords

Short-term Interactive Video Games, Community Patients with Mental Disorders

Brief summary

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: 1. Collect basic information through a structured questionnaire, which includes basic information, disease status, life style and other related information. 2. 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). 3. 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.

Detailed description

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: 1. Collect basic information through a structured questionnaire, which includes basic information, disease status, life style and other related information. 2. 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). 3. 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. \[Time Frame: 5 Weeks\] Secondary Outcome Measures: Body Mass Index Measuring height and weight \[Time Frame: 5 Weeks\] Waist-hip ratio Measuring the ratio of waist to hip \[Time Frame: 5 Weeks\] 10-m walking time at comfortable Measuring the 10-m walking time at comfortable \[Time Frame: 5 Weeks\] 10-m walking time at maximum Measuring the 10-m walking time at maximum \[Time Frame: 5 Weeks\] Get Up and Go test Measuring the Get Up and Go test \[Time Frame: 5 Weeks\] 5 times sit-to-stand test Measuring the 5 times sit-to-stand test \[Time Frame: 5 Weeks\] Hierarchy of the Care Required This is a 18-item questionnaire to assess the patient's ADL and IADL as well as daily function. \[Time Frame: 5 Weeks\] CHQ-12 (Chinese Health Questionnaire) This is a 12-item scale to assess the patient's life stress indicating anxiety and depression symptoms. \[Time Frame: 5 Weeks\] Short FES-I (Chinese version of the Falls Efficacy Scale ) This is a 7-item scale to assess patient's vulnerability to fall. \[Time Frame: 5 Weeks\]

Interventions

OTHERShort-term Interactive Video Games

1. Collect basic information through a structured questionnaire, which includes basic information, disease status, life style and other related information. 2. 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). 3. 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.

Sponsors

National Taiwan University Hospital
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
20 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* 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.

Exclusion criteria

* 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.

Design outcomes

Primary

MeasureTime frameDescription
The changes of quality of life (WHOQOL-BREF: WHO Quality of Life: Brief form)5 WeeksAfter 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.

Secondary

MeasureTime frameDescription
Waist-hip ratio5 WeeksMeasuring the ratio of waist to hip
10-m walking time at comfortable5 WeeksMeasuring the 10-m walking time at comfortable
10-m walking time at maximum5 WeeksMeasuring the 10-m walking time at maximum
Get Up and Go test5 WeeksMeasuring the Get Up and Go test
Body Mass Index5 WeeksMeasuring height and weight
Hierarchy of the Care Required5 WeeksThis is a 18-item questionnaire to assess the patient's ADL and IADL as well as daily function.
CHQ-12 (Chinese Health Questionnaire)5 WeeksThis is a 12-item scale to assess the patient's life stress indicating anxiety and depression symptoms.
Short FES-I (Chinese version of the Falls Efficacy Scale )5 WeeksThis is a 7-item scale to assess patient's vulnerability to fall.
5 times sit-to-stand test5 WeeksMeasuring the 5 times sit-to-stand test

Countries

Taiwan

Contacts

Primary ContactChang Jung-Chen, PhD
jungchenchang@ntu.edu.tw(02)223123456
Backup ContactHsu Fang-Chi, University
r06426011@ntu.edu.tw(02)223123456

Outcome results

None listed

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