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.2019.0077 | DOI Listing |
PLoS One
November 2024
Department of Kinesiology, Recreation, and Sport Studies, The University of Tennessee, Knoxville, Tennessee, United States of America.
Objectives: This study examined differences in young adults' mood states during immersive virtual reality (VR), non-immersive VR, and traditional exercise biking sessions.
Design: Repeated-measure study design.
Methods: Forty-nine college students (34 females; Mage = 23.
Disabil Rehabil Assist Technol
November 2024
Department of Physiotherapy and Rehabilitation, Gazi University, Ankara, Turkey.
Virtual reality training (VRT), a fun, inexpensive and accessible technology, has the potential to improve activities of daily living (ADL) and functional status in older adults. The potential impact of VRT can be increased through group-based training. The aim of this study was to investigate the effect of group- based VRT on ADL and functional outcomes in older adults over 65 years of age.
View Article and Find Full Text PDFCancers (Basel)
October 2024
Department of Physiotherapy, Wroclaw University of Health and Sport Sciences, 51-612 Wroclaw, Poland.
Objectives: The study aimed to assess the impact of interactive video games (IVGs) as a form of physical activity (PA) on the quality of life.
Methods: The study used a quality-of-life questionnaire (KIDSCREEN-10) and the HBSC questionnaire. In order to determine individual IVGs training parameters, an initial assessment of cardiorespiratory fitness level was performed, using the Cardio Pulmonary Exercise Test-Godfrey's progressive protocol.
MethodsX
December 2024
Physiotherapy Programme, Centre for Rehabilitation and Special Needs Studies, Faculty of Health Sciences, Universiti Kebangsaan Malaysia, Jalan Raja Muda Abdul Aziz, 50300 Kuala Lumpur, Malaysia.
Virtual reality (VR)-based therapy has demonstrated potential in enhancing upper and lower limb functions, postural control, and balance. Despite its growing use, evidence regarding its impact on physical function and quality of life (QoL) in individuals with cerebral palsy (CP) remains scarce. This study protocol outlines a randomized controlled trial (RCT) designed to evaluate the efficacy of VR-based therapy as an adjunct to conventional therapy on physical function and QoL in adolescents with CP, as well as to explore the perceptions of participants and their caregivers regarding the intervention.
View Article and Find Full Text PDFJ Pediatr Rehabil Med
August 2024
Department of Physiotherapy, School of Rehabilitation, Tehran University of Medical Sciences, Tehran, Iran.
Purpose: The purpose of this study was to compare the clinical efficacy of a virtual reality rehabilitation-based training (VRT) with balance-specific training (BST) and conventional training (CT) on the balance and gross motor functions (GMF) of children with cerebral palsy (CwCP).
Methods: This study was a double blinded, randomized controlled trial. Participants were recruited from different CP rehabilitation centers and clinics and were then randomly allocated using the block randomization method into three groups: (1) group 1 (VRT using a set of Xbox 360 games that triggered balance), (2) group 2 (BST applying a protocol of 13 exercises to enhance balance in different conditions), and (3) control group 3 (CT using traditional physiotherapy techniques).
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