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UnknownNCT04346303

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
Phase
N/A
Study type
Interventional
Enrollment
60 (estimated)
Sponsor
National Taiwan University Hospital · Academic / Other
Sex
All
Age
20 Years
Healthy volunteers
Not accepted

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. \[Time Frame: 5 Weeks\]

Conditions

Interventions

TypeNameDescription
OTHERShort-term Interactive Video Games1. 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.

Timeline

Start date
2020-03-16
Primary completion
2020-12-31
Completion
2020-12-31
First posted
2020-04-15
Last updated
2020-04-15

Locations

1 site across 1 country: Taiwan

Source: ClinicalTrials.gov record NCT04346303. Inclusion in this directory is not an endorsement.