Article type
Year
Abstract
Background: Active video game is a rapidly developing new research field, and the existing evidence has shown that active video game training can improve the overall health of clinical or non clinical patients.However, the effect of active video game training on schizophrenia has not been comprehensively evaluated.
Objectives:To systematically evaluate the effects of active video games on the overall health in schizophrenia.
Methods:We searched databases including PubMed,EMBASE,Cochrane Library,Web of Science,CINAHL,CBM,CNKI and Wanfang. We included all randomized controlled trials which using active video game training in schizophrenia. The quality of articles was appraised by the Cochrane Handbook(5.1.0),and RevMan 5.3 software was used to analyze the data.
Results:A total of 3 studies were included, Including 90 subjects. The results showed that the effect of active video game training and routine training on cognitive function of schizophrenics in 5-12 week intervention study shows no significant difference between the two groups, Cognistat score at 5 weeks of intervention[MD=4.7,95%CI(-1.74,11.14),P=0.15]and MCCB score at 12 weeks of intervention[MD=4.0,95%CI(-0.23,8.23),P=0.06]. The influence of intervention on the cardiopulmonary function of schizophrenic patients in 12 weeks was statistically significant, AF score[MD=2.63,95%CI(0.22,5.04,P=0.03]。
Conclusions: Active Video game training may improve the cardiopulmonary function of schizophrenics to a certain extent, but it has no significant effect on cognitive function. Because the intervention time, frequency and evaluation index are not uniform and the heterogeneity of the study is high, the reliability of the study may be reduced.therefore,more high-quality and large sample studies are needed to further explore the effect of active video game training on the overall health of schizophrenics,especially in cognitive function.
Patient or healthcare consumer involvement: Adults, however defined, with schizophrenia or related disorders,including schizophreniform disorder, schizoaffective disorder and delusional disorder, again, by any means of diagnosis.
Objectives:To systematically evaluate the effects of active video games on the overall health in schizophrenia.
Methods:We searched databases including PubMed,EMBASE,Cochrane Library,Web of Science,CINAHL,CBM,CNKI and Wanfang. We included all randomized controlled trials which using active video game training in schizophrenia. The quality of articles was appraised by the Cochrane Handbook(5.1.0),and RevMan 5.3 software was used to analyze the data.
Results:A total of 3 studies were included, Including 90 subjects. The results showed that the effect of active video game training and routine training on cognitive function of schizophrenics in 5-12 week intervention study shows no significant difference between the two groups, Cognistat score at 5 weeks of intervention[MD=4.7,95%CI(-1.74,11.14),P=0.15]and MCCB score at 12 weeks of intervention[MD=4.0,95%CI(-0.23,8.23),P=0.06]. The influence of intervention on the cardiopulmonary function of schizophrenic patients in 12 weeks was statistically significant, AF score[MD=2.63,95%CI(0.22,5.04,P=0.03]。
Conclusions: Active Video game training may improve the cardiopulmonary function of schizophrenics to a certain extent, but it has no significant effect on cognitive function. Because the intervention time, frequency and evaluation index are not uniform and the heterogeneity of the study is high, the reliability of the study may be reduced.therefore,more high-quality and large sample studies are needed to further explore the effect of active video game training on the overall health of schizophrenics,especially in cognitive function.
Patient or healthcare consumer involvement: Adults, however defined, with schizophrenia or related disorders,including schizophreniform disorder, schizoaffective disorder and delusional disorder, again, by any means of diagnosis.