透過您的圖書館登入
IP:3.21.46.181
  • 期刊

某日間型精神復健機構虛擬實境健身遊戲介入效果之研究

The outcome of a virtual reality game (exercise) program for clients of a psychiatric daycare facility

摘要


目的:比較某日間型精神復健機構慢性精神病人之虛擬實境健身遊戲可否提升其執行項目數及三個月期間每月運動執行率之變化,以作為未來推動日間型精神復健機構學員運動執行之參考。方法:研究地點為衛生福利部草屯療養院附設草屯社區復健中心,篩選出低運動執行率(即立意取樣)之學員共15人。採用SPSS統計軟體,以廣意估計模式(GEE)分析虛擬實境健身遊戲每月執行項目數變化並比較虛擬實境健身遊戲前後之運動執行率差異。結果:樣本男性居多,佔53.3%;93.3%診斷為思覺失調症,平均年齡為42.1±7.5歲。3個月期間樣本之每月遊戲執行項目數逐月顯著增加;第一個月的平均遊戲執行項目數為6.87項,第二個月顯著增加至8.19項(月增加1.32項;p<0.05),第三個月顯著增加至8.80項(增加1.93項;p<0.05)。虛擬實境健身遊戲介入前後之每月運動執行率(33.6%)則於無差異顯著(p=0.18)。結論:虛擬實境健身遊戲確實可吸引日間型精神復健機構學員對其產生興趣並可逐月提升該遊戲之執行項目數。惟,該遊戲未能提升學員之運動執行率。

並列摘要


Purpose. To determine participants' changes in the number of exercise/game items performed and the frequency of performing over a three-month intervention of virtual reality game program. Methods. A total of 15 participants with low physical activity level were purposively selected from a community-based rehabilitation center affiliated with Tsaotun Psychiatric Center, Nantou County, Taiwan. Data described above were analyzed through a generalized estimating equation (GEE) with SPSS. Results. The majority of participants were male (53.3%) and had a diagnosis of schizophrenia (93.3%). The mean age was 42.1 ± 7.5. The number of exercise/game items performed increased over the three-month intervention period: 6.87 items in the first month, 8.19 items in the second month (an increase of 1.32 items, p < 0.05), and 8.80 items in the third month (an increase of 1.93 items, p < 0.05). There was no difference in the frequency of exercise/game performance pre- and post-intervention (p = 0.18). Conclusion. The virtual reality program can increase clients' interest in exploring and participating in different exercises and games over time. However, the program may not increase the frequency of clients' exercise/activity performance.

參考文獻


李慧玲, 簡松練, 陳淑美, & 何素葉. (2018). 中部地區九家精神復健機構病人體適能及身體組成檢測結果分析. [Physical Fitness and Body Composition Analysis for Chronic Psychiatric Patients in Rehabilitation Programs: A Multicenter Study]. 榮總護理, 35(1), 41-50. doi:10.6142/vghn.201803_35(1).0005
Plante, T. G., Aldridge, A., Bogden, R., & Hanelin, C. (2003). Might virtual reality promote the mood benefits of exercise? Computers in Human Behavior, 19(4), 495-509.
Stubbs, B., Firth, J., Berry, A., Schuch, F. B., Rosenbaum, S., Gaughran, F., . . . Vancampfort, D. (2016). How much physical activity do people with schizophrenia engage n? A systematic review, comparative meta-analysis and meta-regression. Schizophr Res, 176(2-3), 431-440. doi:10.1016/j.schres.2016.05.017
Stubbs, B., Williams, J., Gaughran, F., & Craig, T. (2016). How sedentary are people with psychosis? A systematic review and meta-analysis. Schizophr Res, 171(1-3), 103-109. doi:10.1016/j.schres.2016.01.034
Vancampfort, D., Probst, M., Knapen, J., Carraro, A., & De Hert, M. (2012). Associations between sedentary behaviour and metabolic parameters in patients with schizophrenia. Psychiatry Res, 200(2-3), 73-78. doi:10.1016/j.psychres.2012.03.046

延伸閱讀