Nursing Clinical Trial
Official title:
Intervention Feasibility and Outcomes Evaluation of Applying Short-term Interactive Video Games on Community Patients With Mental Disorders
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.
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]
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