Exploring the Health Effects of Group Game-based Activities on Individuals With Chronic Mental Illness
Applying Group Game-based Activities to Improve the Health of Patients With Chronic Mental Illness
1 other identifier
interventional
109
1 country
1
Brief Summary
This study aims to explore the health effects of group games for patients with chronic mental illness. The goal of this clinical intervention study is to compare the efficacy of group games in two ways (experimental group/ group game-based or control group) to improve the health of patients with chronic mental illness. The main questions it aims to answer are: The efficacy of applying group game-based activities to increase interest and improve the physical fitness of patients with chronic mental illness. Also, the goal of this clinical interventional study is to clarify the positive benefits of psychological and social aspects. Subjects will be asked to complete the questionnaire and physical ability examination after filling out the consent of this study. Participants will be randomly divided into two groups. Participants in the experimental group will accept the group game-based activities for 12 weeks (twice per week, 22 times). In contrast, Participants in the control group will accept the activities the psychiatric day wards and halfway house offer as usual. After 12 weeks of intervention, The Participants in both groups will be asked to fill out the questionnaire and physical ability examination. One month later, Participants in both groups will be asked to fill out the questionnaire and physical ability examination again. The study will last for 4 months. The time points for completing the questionnaire are listed following: Baseline/ pre-intervention test(T1), First post-intervention test (T2, 12 weeks later) and Second post-intervention test (T3, 4 weeks later). The researchers will compare the difference in effectiveness between the two groups.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Mar 2024
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
March 18, 2024
CompletedFirst Submitted
Initial submission to the registry
March 28, 2024
CompletedFirst Posted
Study publicly available on registry
June 3, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
August 19, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
August 19, 2024
CompletedJuly 23, 2025
July 1, 2025
5 months
March 28, 2024
July 22, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (10)
Height
Height in meters.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
Weight
Weight in kilograms. Weighing machine will be used.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
BMI
Body Mass Index(BMI), Weight and height will be combined to report BMI in kg/m\^2.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
Waist circumference
The measuring tape will pass through the middle point between the upper edge of the left and right intestinal bones and the lower edge of the ribs. The Length of the measuring tape will be the results of Waist circumference.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
Buttocks circumference
The measuring tape will pass through the high point of buttocks. The Length of the measuring tape will be the results of Waist circumference.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
10-meter walking time at comfortable
Time in second. To measuring time of walking at comfortable for 10 meters.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
10-meter walking time at maximum
Time in second. Investigators will measure the time of walking at maximum for 10 meters.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
Get up and Go test
Time in second. First, The patient will sit on a chair. Second, he/she will stand up and go for 3 meters. At last, he/she will turn around and go back to have a sit. Investigators will measure time of the process.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
5 times sit-to-stand-test
Time in second. First, The patient will sit on a chair. Second, he/she will stand up and sit down immediately. The patients will be asked to do this process for 5 times.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
Body fat percentage
Investigators will measure patients' body fat percentage by the body fat machine produced by Inbody company.
T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16)
Secondary Outcomes (3)
Patient health questionnaire-9
Depression rating scale will be done at T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16). motivation of group game-based activities will be at T2=first post-test(Week 12) and T3=second post-test(Week 16).
World Health Organization Quality-of-Life Scale
The questionnaire of quality of life will be done at T1=pre test, T2=first post-test(Week 12) and T3=second post-test(Week 16). motivation of group game-based activities will be at T2=first post-test(Week 12) and T3=second post-test(Week 16).
Chinese version of interactive video games questionnaire on satisfaction and feasibility
Motivation of group game-based activities will be done at T2=first post-test(Week 12) and T3=second post-test(Week 16).
Study Arms (2)
group gamed-based activites
EXPERIMENTALThe group game-based activity will be twice a week lasting 12 weeks. There will be many motion sensing games in the group game-based activities. The games designed for activities can provide somatosensory control and visual and auditory feedback.
control group
NO INTERVENTIONThe activities will be the psychiatric day wards and half-way house offered as usual.
Interventions
Participants in interventional group will play the active-type software with Switch game console which develops by Nintendo company. Team building, cooperation, cohesion, sense of belonging and sense of achieving will be emphasized.
Eligibility Criteria
You may qualify if:
- Adults whose age is above 18
- Patients who diagnosed with schizophrenia spectrum disorders or bipolar disorders
- At present, you can go out, make friends, take care of your daily life, fully exercise your rights, and have full capacity as an adult, and have not been restricted by any legal declaration, so you do not need to obtain the consent of your legal representative to sign to participate in this study.
You may not qualify if:
- Those who have obvious limb movement disorders, such as congenital disability or hemiplegia after stroke, etc., which make them unable to participate in the group's game activities
- Those who are unwilling or unable to complete the signing of the written consent form.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
National Taiwan University Hospital
Taipei, 100225, Taiwan
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
March 28, 2024
First Posted
June 3, 2024
Study Start
March 18, 2024
Primary Completion
August 19, 2024
Study Completion
August 19, 2024
Last Updated
July 23, 2025
Record last verified: 2025-07
Data Sharing
- IPD Sharing
- Will not share