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Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia
Heather Leutwyler1, Erin M Hubbard1, Glenna A Dowling1
1Department of Physiological Nursing, University of California , San Francisco, San Francisco, California.
Games for Health Journal
|July 21, 2015
Summary
Older adults with schizophrenia showed good adherence to a 6-week physical activity program using active videogames. This innovative approach, utilizing the Kinect for Xbox 360, offers an accessible way to increase exercise in this population.
Area of Science:
- Gerontology
- Psychiatry
- Exercise Science
Background:
- Older adults with schizophrenia represent a growing demographic.
- This population often exhibits limited physical activity due to unique challenges.
- Tailored interventions are crucial to address these limitations and promote physical activity.
Purpose of the Study:
- To describe adherence to a videogame-based physical activity program.
- To evaluate the feasibility of using active videogames for exercise in older adults with schizophrenia.
Main Methods:
- A descriptive longitudinal study was conducted with 34 older adults diagnosed with schizophrenia.
- Participants engaged in a 30-minute active videogame session weekly for six weeks.
- Adherence was measured by session attendance and total minutes participated.
Main Results:
- The average participant attended five out of six sessions (mean=5, SD=2).
- Average total attendance was 139 minutes out of a possible 180 (SD=55).
- Fifty percent of participants achieved perfect attendance.
Conclusions:
- Older adults with schizophrenia require effective physical activity interventions.
- High adherence rates suggest that Kinect for Xbox 360 videogame systems are an innovative and accessible tool for promoting physical activity in this group.

