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Dino MJS, Dion KW, Abadir PM, Budhathoki C, Balbin PT, Malacas MKG, Hernandez RP, Nicolas JJG, Barcial-Espinosa J, Himmelfarb CRD, Davidson PM, Thiamwong L. Community-Dwelling Filipino Older Adults' Experiences with Virtual Coach for Health-Enhancing Physical Activity (HEPA): A Phenomenology. NURSING REPORTS 2025; 15:49. [PMID: 39997785 PMCID: PMC11858177 DOI: 10.3390/nursrep15020049] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2024] [Revised: 01/21/2025] [Accepted: 01/29/2025] [Indexed: 02/26/2025] Open
Abstract
Background: Physical inactivity among older adults persists as one of the global burdens. Older adults' physical activity (PA) levels decline simultaneously with age, causing health problems and poor outcomes. Immersive interventions, such as mixed reality virtual coaches, are gaining the potential to provide innovative solutions to prevent physical inactivity among older adults. However, an in-depth understanding of older adults' experience in using virtual-coach-driven physical exercise programs remains unexplored. Purpose: This study explored the experiences of community-dwelling older adults in using a virtual-coach-driven physical exercise program. Design: This study applied a phenomenological design using the qualitative approach to determine the lived experiences of community-dwelling older adults about the mother project, the "Move and Groove for Older Adults Program" (Hataw at Sigla para kay Lolo at Lola), a virtual-coach-driven physical exercise program using MR. A semi-structured interview guide was crafted consisting of three domains (acceptability, barriers, and facilitators), each with two open-ended questions. MAXQDA was used to thematically analyze the qualitative data. Results: Nine key informants shared their experiences with the virtual coach-driven physical exercise program using mixed reality. Four themes were identified describing their experiences with the program: (1) "Looking around": Exploring MR technology, (2) "Looking after": Engaging with MR exercise peers, (3) "Looking at": Examining issues with MR technology devices, and (4) "Looking Ahead": Envisioning the future of MR exercises. Conclusions: The findings of this study introduced new concepts and challenged old notions regarding older adults' technological engagement. The virtual-coach-driven physical exercise program enabled the participants to explore the novel methodology, enhance peer relationships, examine potential issues, and envision a future of possibilities using the technology. These outcomes are pertinent for progressing studies, scholars, and technology developers in incorporating MR into gerontechnology for wellness and fullness of life in the aging population. The mother project of this study was retrospectively registered [ID NCT06136468].
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Affiliation(s)
- Michael Joseph S. Dino
- School of Nursing, Johns Hopkins University, Baltimore, MD 21218, USA; (K.W.D.); (C.B.); (C.R.D.H.); (P.M.D.)
- Research Development and Innovation Center, Our Lady of Fatima University, Valenzuela City 1440, Philippines; (P.T.B.); (M.K.G.M.); (R.P.H.); (J.J.G.N.); (J.B.-E.)
- College of Nursing, University of Central Florida, Orlando, FL 32816, USA;
- Sigma Theta Tau, International Honor Society in Nursing, Indianapolis, IN 46220, USA
| | - Kenneth W. Dion
- School of Nursing, Johns Hopkins University, Baltimore, MD 21218, USA; (K.W.D.); (C.B.); (C.R.D.H.); (P.M.D.)
- Sigma Theta Tau, International Honor Society in Nursing, Indianapolis, IN 46220, USA
| | - Peter M. Abadir
- School of Medicine, Johns Hopkins University, Baltimore, MD 21218, USA;
| | - Chakra Budhathoki
- School of Nursing, Johns Hopkins University, Baltimore, MD 21218, USA; (K.W.D.); (C.B.); (C.R.D.H.); (P.M.D.)
| | - Patrick Tracy Balbin
- Research Development and Innovation Center, Our Lady of Fatima University, Valenzuela City 1440, Philippines; (P.T.B.); (M.K.G.M.); (R.P.H.); (J.J.G.N.); (J.B.-E.)
| | - Ma. Kristina G. Malacas
- Research Development and Innovation Center, Our Lady of Fatima University, Valenzuela City 1440, Philippines; (P.T.B.); (M.K.G.M.); (R.P.H.); (J.J.G.N.); (J.B.-E.)
- The Graduate School, University of Santo Tomas, España Blvd., Sampaloc, Manila 1008, Philippines
| | - Rommel P. Hernandez
- Research Development and Innovation Center, Our Lady of Fatima University, Valenzuela City 1440, Philippines; (P.T.B.); (M.K.G.M.); (R.P.H.); (J.J.G.N.); (J.B.-E.)
- The Graduate School, University of Santo Tomas, España Blvd., Sampaloc, Manila 1008, Philippines
| | - Jacquelyn Joyce G. Nicolas
- Research Development and Innovation Center, Our Lady of Fatima University, Valenzuela City 1440, Philippines; (P.T.B.); (M.K.G.M.); (R.P.H.); (J.J.G.N.); (J.B.-E.)
| | - Jhal Barcial-Espinosa
- Research Development and Innovation Center, Our Lady of Fatima University, Valenzuela City 1440, Philippines; (P.T.B.); (M.K.G.M.); (R.P.H.); (J.J.G.N.); (J.B.-E.)
| | - Cheryl R. Dennison Himmelfarb
- School of Nursing, Johns Hopkins University, Baltimore, MD 21218, USA; (K.W.D.); (C.B.); (C.R.D.H.); (P.M.D.)
- Sigma Theta Tau, International Honor Society in Nursing, Indianapolis, IN 46220, USA
| | - Patricia M. Davidson
- School of Nursing, Johns Hopkins University, Baltimore, MD 21218, USA; (K.W.D.); (C.B.); (C.R.D.H.); (P.M.D.)
- Sigma Theta Tau, International Honor Society in Nursing, Indianapolis, IN 46220, USA
- Division of the Vice-Chancellor and President, University of New South Wales, Sydney, NSW 2052, Australia
| | - Ladda Thiamwong
- College of Nursing, University of Central Florida, Orlando, FL 32816, USA;
- Sigma Theta Tau, International Honor Society in Nursing, Indianapolis, IN 46220, USA
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Zhao Y, Soh KG, Saad HBA, Rong W, Liu C, Wang X. Effects of active video games on mental health among college students: a systematic review. BMC Public Health 2024; 24:3482. [PMID: 39695572 DOI: 10.1186/s12889-024-21011-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/09/2024] [Accepted: 12/06/2024] [Indexed: 12/20/2024] Open
Abstract
BACKGROUND Mental health significantly impacts college students' academic performance and overall happiness. Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. However, there has not been a comprehensive summary and systematic review of research on the effects of AVGs on college students' mental health. METHODS As of October 18th, 2024, searches were conducted in six internationally renowned databases (PubMed, SCOPUS, Web of Science, CINAHL Plus, EBSCOhost, Cochrane Library). Inclusion and exclusion criteria were developed based on the PICOS principles. A systematic review was conducted following the PRISMA guidelines, and compliant studies using randomised controlled trial design (RCT) were included. The methodological quality of the included studies was evaluated using the PEDro scale. RESULTS A total of 3471 articles were retrieved, of which 17 met the criteria inclusion. The PEDro scores of the 17 studies ranged from four to nine. The results indicate that AVGs can effectively improve college students' poor mental health, such as stress, anxiety, and depression, as well as increase their happiness and psychological satisfaction. Moreover, AVGs have been shown to increase motivation for exercise, improve college students' attitudes toward other forms of exercise, and promote sustained physical activity. Additionally, AVGs have demonstrated efficacy in improving sleep quality. CONCLUSION Overall, AVGs can serve as an effective intervention to reduce dysphoria and promote positive psychological states among college students, thus improving mental health. Using the theory-based design of AVGs will further increase the effect. However, the effects of AVGs vary depending on their type and initial design purpose. Therefore, when using AVGs to improve college students' mental health, it is necessary to carefully consider the students' original state, select AVGs with rich game content that can provide at least moderate-intensity physical activity, and adopt the correct intervention strategy to achieve good results. AVG can potentially become a valuable tool for improving college students' mental health. SYSTEMATIC REVIEW REGISTRATION https://www.crd.york.ac.uk/prospero , identifier: CRD42024510488.
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Affiliation(s)
- Yue Zhao
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Kim Geok Soh
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia.
| | - Hazizi Bin Abu Saad
- Faculty of Medicine and Health Sciences, Department of Nutrition, Universiti Putra Malaysia, Selangor, Malaysia
| | - Wenchao Rong
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Cong Liu
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
| | - Xinzhi Wang
- Faculty of Educational Studies, Department of Sports Studies, Universiti Putra Malaysia, Selangor, Malaysia
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de Oliveira VN, Viana RB, de Freitas JVR, Rodrigues MAM, Andrade MS, Vancini RL, Weiss K, Knechtle B, de Lira CAB. A single session of a beach volleyball exergame did not improve state anxiety level in healthy adult women. BMC Sports Sci Med Rehabil 2024; 16:67. [PMID: 38468347 PMCID: PMC10926620 DOI: 10.1186/s13102-024-00859-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/19/2023] [Accepted: 02/29/2024] [Indexed: 03/13/2024]
Abstract
This study evaluated the acute effect of the exergame Kinect Sports® beach volleyball on state anxiety level in adult women. Thirty healthy adult women (age: 21 [4] years, body mass: 54.70 [19.50] kg, height: 1.61 ± 0.05 m, and body mass index: 21.87 [5.76] kg/m2, data are expressed as median [interquartile range] and as the mean ± standard deviation) were assigned to play an exergame of beach volleyball in singleplayer mode session (intervention session) for ~ 30 min using the Xbox 360 Kinect® or remained seated (control session). State anxiety was evaluated before and after the intervention and control sessions through the State-Trait Anxiety Inventory. State anxiety obtained in both sessions (exergame and control) was classified as intermediate before (median: 36.00 [IQR: 4.75] and mean = 38.73 ± 7.23, respectively) and after (mean: 34.86 ± 6.81 and mean: 37.66 ± 8.44, respectively). Friedman test found no time significant effect on state anxiety of the sessions (χ2 [3] = 6.45, p-value = 0.092, Kendall's W = 0.07 "trivial"). In conclusion, the present study showed that there were no significant differences in the state anxiety level after an acute session of the exergame beach volleyball.
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Affiliation(s)
| | - Ricardo Borges Viana
- Instituto de Educação Física e Esportes, Universidade Federal do Ceará, Fortaleza, Brazil
| | | | | | | | - Rodrigo Luiz Vancini
- Centro de Educação Física e Desportos, Universidade Federal do Espírito Santo, Vitória, Brazil
| | - Katja Weiss
- Institute of Primary Care, University of Zurich, Zurich, Switzerland
| | - Beat Knechtle
- Medbase St. Gallen Am Vadianplatz, Vadianstrasse 26, St. Gallen, 9001, Switzerland.
- Institute of Primary Care, University of Zurich, Zurich, Switzerland.
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