Exergame on Sleep and Emotion Among Students
Condition: Depression; Sleep; Anxiety; Stress
MeSH terms: Depression
Study type: Interventional

Summary: 
      This study aims to investigate the feasibility and the potential efficacy of using Xbox 360
      Kinect game among healthcare undergraduate students. Thirty-six participants will be
      recruited and randomly allocated into the intervention and control group. The session will be
      30 minutes per session for three times per week. Two outcome measures will be used at pre and
      post intervention.
    

Detailed description: 
      Sleep deprivation and emotional problems such as stress, anxiety and depression commonly
      occur in university students. Exercise is beneficial to ameliorate those problems however
      university students are not serious to uptake physical activity. Commercially available
      exergame such as Xbox 360 Kinect is one of the alternatives. This study aims to investigate
      the feasibility and the potential efficacy of using Xbox 360 Kinect game among healthcare
      undergraduate students. A pilot two-armed parallel randomized controlled trial was
      implemented. A total of 36 undergraduate students was recruited and randomly allocated into
      the intervention group (playing Xbox 360 Kinect) or the control group (continue with normal
      daily routine). The intervention group received 30 minutes of Xbox Kinect activity, three
      times per week for six weeks. Information on psychology (DASS-21) and sleep (FOSQ-30) status
      were collected at pre- and post-experiment. The researcher-developed feasibility
      questionnaire was given to the participants in the intervention group at post-experiment.
      Repeated-measures ANOVA analysis was used to investigate within-between group comparison and
      significant value was set at p≤0.05. The analysis found potential improvement on sleep
      (p=0.039) and psychological health (p=0.002-0.067). The intervention protocol is feasible and
      highly accepted by the participants. Required optimum amount of dosage, sample size and used
      of outcome measures are suggested from the findings. This pilot and feasibility study support
      the use of Xbox 360 Kinect games in practice and to be implemented for future research.
    

Intervention name(s): Xbox 360 Kinect
Intervention type(s): Device
Intervention description(s): A session 30 minutes of exercise game activities using the Xbox 360 Kinect will be performed by each participant. Games uses for the activity are Sports Kinect and Sports Kinect 2. Xbox 360 Kinect - the players themselves become the ''game controller'' via their body movements and gestures, Kinect-enabled game titles lend themselves comfortably to the class of exercise games.
Allocation: Randomized
Intervention model: Parallel Assignment
Intervention model description: Intervention group: Using the Xbox 360 Kinect Control Group: No intervention, continue with daily routine
Masking: Single (Outcomes Assessor)
Primary purpose: Other
Keywords: xbox kinect; gaming technology; stress; anxiety; depression; randomised control trial; sleep quality; intervention