Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students.

Games Health J

Department of Nursing and Rehabilitation, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Serdang, Selangor, Malaysia.

Published: December 2020

AI Article Synopsis

  • Sleep deprivation and emotional issues like stress, anxiety, and depression are common among university students, with exercise being a helpful remedy, though many students are reluctant to engage in physical activity.
  • A pilot study with 36 undergraduate health care students tested the use of Xbox 360 Kinect as an alternative exercise method, with participants split into an intervention group (playing Kinect) and a control group (normal routine).
  • Results indicated significant improvements in sleep and psychological health for the Kinect group, suggesting that this gaming approach is feasible, well-received, and warrants further investigation in future studies.

Article Abstract

Sleep deprivation and emotional problems such as stress, anxiety, and depression commonly occur in university students. Exercise is beneficial to ameliorate those problems; however, university students are not serious to take up physical activity. Commercially available exergame such as Xbox 360 Kinect is one of the alternatives. This study aims at investigating the feasibility and the potential efficacy of using Xbox 360 Kinect game among health care undergraduate students. A pilot two-armed parallel randomized controlled trial was implemented. A total of 36 undergraduate students was recruited and randomly allocated into the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three times per week for 6 weeks. Information on psychology (Depression, Anxiety, and Stress Scale-21) and sleep (Functional Outcome Sleep Questionnaire-30) status was collected at pre- and post-experiment. The researcher-developed feasibility questionnaire was given to the participants in the intervention group at post-experiment. Repeated-measures analysis of variance was used to investigate within-between group comparison, and significance value was set at  ≤ 0.05. The analysis found potential improvement on sleep ( = 0.039) and psychological health ( = 0.002-0.067). The intervention protocol is feasible and highly accepted by the participants. The required optimum amount of dosage, sample size, and the use of outcome measures are suggested from the findings. This pilot and feasibility study supports the use of Xbox 360 Kinect games in practice and to be implemented for future research.

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http://dx.doi.org/10.1089/g4h.2019.0077DOI Listing

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