积极的电子游戏改善精神分裂症患者的行为意图和认知功能:随机对照试验。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-10-01 DOI:10.2196/69116
Huan-Hwa Chen, Ching-Ching Lin, Man-Ling Yu, Hsiu-Lan Wu, Hui-Chu Shen, Hsiu-Fen Hsieh
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引用次数: 0

摘要

背景:精神分裂症是一种严重的精神疾病,影响患者的认知、社会和日常功能。体力活动对于维持精神分裂症患者的这些功能很重要,但许多人缺乏参加体力活动的动机。目的:探讨主动电子游戏(AVGs)对精神分裂症患者行为意向和认知功能的影响。方法:在本实验研究中,从两个医学中心招募了103名参与者。所有参与者被随机分为实验组和对照组,82名参与者(n= 41,50%为实验组,n= 41,50%为对照组)完成了我们方案的所有过程。实验组给予avg 30分钟,每周2次,连续6周。在玩avg之前和之后分别进行了迷你精神状态检查和行为意向问卷调查。数据收集于2021年4月至2022年1月。采用广义估计方程和双尾配对t检验进行数据分析。结果:实验组在T1 (β=4.88, P= 0.009)和T2 (β=4.24, P= 0.04)时参与AVGs的行为意向均较对照组有显著改善。此外,与对照组相比,实验组在定向(T2: β=0.66, P= 0.04)和语言(T2: β=0.28, P= 0.03)两项认知功能均有显著改善。相比之下,在对照组中,这些变量没有显著变化。结论:玩AVGs能有效增强精神分裂症患者参与体育活动和锻炼的行为意愿,显著提高其定向能力和语言能力。对于有精神或身体残疾的人来说,avg是一种便宜且易于操作的工具。试验注册:ClinicalTrials.gov NCT05933356;https://clinicaltrials.gov/study/NCT05933356。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Active Video Games to Improve Behavioral Intentions and Cognitive Function in Patients With Schizophrenia: Randomized Controlled Trial.

Background: Schizophrenia is a severe mental illness that affects the cognitive, social, and daily functions of patients. Physical activity has been found to be important for maintaining these functions in patients with schizophrenia, but many lack the motivation to participate in physical activities.

Objective: This study aimed to explore the efficacy of active video games (AVGs) on the behavioral intention and cognitive function of patients with schizophrenia.

Methods: In this experimental study, 103 participants were recruited from 2 medical centers. All participants were randomly assigned to the experimental or control group, and 82 participants (n=41, 50% in the experimental group and n=41, 50% in the control group) completed all the processes of our protocol. The experimental group was provided with AVGs for 30 minutes twice per week for 6 weeks. The Mini Mental State Examination and a behavioral intention questionnaire were administered before and after playing the AVGs. Data were collected between April 2021 and January 2022. Generalized estimating equations and 2-tailed paired t tests were used for data analysis.

Results: The experimental group showed significant improvements in behavioral intention to participate in AVGs compared with the control group at both T1 (β=4.88; P=.009) and T2 (β=4.24; P=.04). In addition, the experimental group experienced significant improvements in orientation (T2: β=0.66; P=.04) and language (T2: β=0.28; P=.03) among cognitive functions compared to the control group. In contrast, there was no significant change in these variables in the control group.

Conclusions: Playing AVGs can effectively enhance the behavioral intention of patients with schizophrenia to participate in physical activity and exercise and significantly improve their orientation and language. AVGs are inexpensive and easily operated tools for people with mental or physical disabilities.

Trial registration: ClinicalTrials.gov NCT05933356; https://clinicaltrials.gov/study/NCT05933356.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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