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Impact of a Pilot Videogame-Based Physical Activity Program on Walking Speed in Adults with Schizophrenia

机译:基于试点视频名的体育活动计划对成年人患者的步行速度影响

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The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program. The intervention group (n = 13) showed an average improvement in walking speed of 0.08 m/s and the control group (n = 15) showed an average improvement in walking speed of 0.03 m/s. Although the change in walking speed was not statistically significant, the intervention group had between a small and substantial clinically meaningful change. The results suggest a videogame based physical activity program provides clinically meaningful improvement in walking speed, an important indicator of health status.
机译:本报告的目的是描述基于视频名的物理活动计划的影响使用Xbox 360游戏系统(Microsoft,Redmond,WA)的Kinect在具有精神分裂症的成年人的步行速度。在这种随机对照试验中,28名参与者在30分钟(干预组)中播放了活动视频游戏,或者播放了30分钟(对照组)的久坐视频游戏,每周一次持续6周。客观地测量步行速度,并在入学时的短物理性能电池和6周程结束时进行测量。干预组(N = 13)显示步行速度的平均改善0.08m / s,对照组(n = 15)显示步行速度的平均改善0.03 m / s。虽然步行速度的变化在统计上没有统计学意义,但干预组在小而实质上有意义的变化之间存在。结果表明基于视频游戏的物理活动计划在步行速度方面提供临床意义,是健康状况的重要指标。

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