Applying Short-term Interactive Video Games on Community Patients With Mental Disorders

NCT ID: NCT04346303

Last Updated: 2020-04-15

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.

Recruitment Status

UNKNOWN

Clinical Phase

NA

Total Enrollment

60 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-03-16

Study Completion Date

2020-12-31

Brief Summary

Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.

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

Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.

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

See the medical conditions and disease areas that this research is targeting or investigating.

Psychiatry Nursing

Study Design

Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.

Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

NONE

Study Groups

Review each arm or cohort in the study, along with the interventions and objectives associated with them.

Short-term Interactive Video Games

Short-term video games will be applied to patients with mental illness who are staying in communities. Games will be applied in a group-activity format with 8 to 12 patients in each session. The interventions will be conducted at a two sessions per week for a 3-week long period. There are 3 time points for data collection, including 2-weeks before the intervention, the week before the intervention, and the week after the intervention. Each patient will be his/her own controlled comparison.

Group Type OTHER

Short-term Interactive Video Games

Intervention Type OTHER

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.

Interventions

Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.

Short-term Interactive Video Games

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.

Intervention Type OTHER

Eligibility Criteria

Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.

Inclusion Criteria

* The diagnosis conforms to the international classification standards for the diagnosis of dysphoria or bipolar disorder.
* Be older than 20 years old.
* those who have a clear sense and can communicate.
* You can read the instructions carefully, and after you explain, you are willing to participate in the research plan and fill out the consent form.
* The judges of the researchers can independently answer the interview questionnaires of this research and perform short-term interactive video game players.
* At present, you can go out, make friends, take care of yourself, and fully exercise your rights. You have the full capacity of an adult and have not been restricted by any laws. Therefore, you do not need to obtain an additional legal agent to participate in this study Sign the consent form.

Exclusion Criteria

* People with difficulties in cognitive understanding, such as those who cannot communicate or suffer from cognitive impairments, such as Alzheimer's disease.
* Those who have obvious obstacles to the physical function of their limbs, who are unable to participate in sports video games.
* Slow development or lack of moderate intelligence may affect the understanding of interviews or participation in activities.
* The physical and mental condition has been unstable in the past two weeks, such as instability of vital signs or obvious impaired sense of reality, obvious symptoms of delusions or hallucinations, etc., cannot be interviewed or coordinated with activities.
Minimum Eligible Age

20 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

Meet the organizations funding or collaborating on the study and learn about their roles.

National Taiwan University Hospital

OTHER

Sponsor Role lead

Responsible Party

Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.

Responsibility Role SPONSOR

Principal Investigators

Learn about the lead researchers overseeing the trial and their institutional affiliations.

Chang Jung-Chen, PhD

Role: PRINCIPAL_INVESTIGATOR

National Taiwan University College of Medicine

Locations

Explore where the study is taking place and check the recruitment status at each participating site.

National Taiwan University Hospital

Taipei, , Taiwan

Site Status RECRUITING

Countries

Review the countries where the study has at least one active or historical site.

Taiwan

Central Contacts

Reach out to these primary contacts for questions about participation or study logistics.

Chang Jung-Chen, PhD

Role: CONTACT

(02)223123456 ext. 88905

Hsu Fang-Chi, University

Role: CONTACT

(02)223123456 ext. 88905

Facility Contacts

Find local site contact details for specific facilities participating in the trial.

Chang Jung-Chen, PhD

Role: primary

(02) 223123456 ext. 88905

Other Identifiers

Review additional registry numbers or institutional identifiers associated with this trial.

202001106RIND

Identifier Type: -

Identifier Source: org_study_id

More Related Trials

Additional clinical trials that may be relevant based on similarity analysis.

Games & Well-Being Study
NCT01886911 COMPLETED NA
The Feasibility of the Peer-based Recovery Program
NCT06897267 ACTIVE_NOT_RECRUITING NA
A Novel ACT-based Video Game
NCT04566042 COMPLETED NA