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The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial.

Chesler J, McLaren S, Klein B, Watson S - BMC Geriatr (2015)

Bottom Line: Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing.The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness.If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use.

View Article: PubMed Central - PubMed

Affiliation: School of Health Sciences and Psychology, Faculty of Health, Federation University Australia, PO Box 663, Ballarat, VIC, 3353, Australia. jessicachesler@students.federation.edu.au.

ABSTRACT

Background: The proportion of people aged 65 or older is the fastest growing age group worldwide. Older adults in aged care facilities have higher levels of depression, and lower levels of social support and sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing. The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness. The current study aims to investigate an intervention program designed to foster relationships among older adults in care based on shared interests. Residents will be assessed on the effectiveness of a 6 week program of playing Wii bowling in comparison to a control group.

Method/design: Participants will be allocated to the intervention (Wii bowling) or the control group based on their place of residence. Participants in the intervention group will be invited to participate in Wii bowling twice weekly, with up to three other residents for a period of 6 weeks. Residents in both conditions will be assessed for depression, social support, sense of belonging, and current self-rated mood at pre-intervention (0 weeks), post-intervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members will also be collected at weeks 1, 3, and 6. Both groups will receive a Wii console after week 6 to establish if residents and staff engage with the Wii without intervention.

Discussion: The Wii provides a user friendly platform for older adults to use video games, and it incorporates both social and competitive aspects in the game play. Existing research has not extensively investigated the social aspects of using this type of technology with older adults. If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use.

Trial registry: Australian New Zealand Clinical Trials Registry: ACTRN12614000445673.

No MeSH data available.


Related in: MedlinePlus

Instruments used for data collection
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Related In: Results  -  Collection

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Fig2: Instruments used for data collection

Mentions: To measure participant's current mood at the time of completing the questionnaire packages, participants will be asked to indicate “How is your mood right now?” on a visual analogue scale. The scale will be in the same format and scored in the same manner as the sense of belonging visual analogue scale. The residents will be presented with opposing statements at each end of a 10 cm line. The extreme positions will have the statements “worst mood” and “best mood”. Higher scores indicate a better mood. Currently, there is no validity for data for the mood scale (Fig. 2, Instruments used for data collection, Fig. 3, Visual analogue scales).Fig. 2


The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial.

Chesler J, McLaren S, Klein B, Watson S - BMC Geriatr (2015)

Instruments used for data collection
© Copyright Policy - OpenAccess
Related In: Results  -  Collection

License 1 - License 2
Show All Figures
getmorefigures.php?uid=PMC4559872&req=5

Fig2: Instruments used for data collection
Mentions: To measure participant's current mood at the time of completing the questionnaire packages, participants will be asked to indicate “How is your mood right now?” on a visual analogue scale. The scale will be in the same format and scored in the same manner as the sense of belonging visual analogue scale. The residents will be presented with opposing statements at each end of a 10 cm line. The extreme positions will have the statements “worst mood” and “best mood”. Higher scores indicate a better mood. Currently, there is no validity for data for the mood scale (Fig. 2, Instruments used for data collection, Fig. 3, Visual analogue scales).Fig. 2

Bottom Line: Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing.The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness.If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use.

View Article: PubMed Central - PubMed

Affiliation: School of Health Sciences and Psychology, Faculty of Health, Federation University Australia, PO Box 663, Ballarat, VIC, 3353, Australia. jessicachesler@students.federation.edu.au.

ABSTRACT

Background: The proportion of people aged 65 or older is the fastest growing age group worldwide. Older adults in aged care facilities have higher levels of depression, and lower levels of social support and sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing. The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness. The current study aims to investigate an intervention program designed to foster relationships among older adults in care based on shared interests. Residents will be assessed on the effectiveness of a 6 week program of playing Wii bowling in comparison to a control group.

Method/design: Participants will be allocated to the intervention (Wii bowling) or the control group based on their place of residence. Participants in the intervention group will be invited to participate in Wii bowling twice weekly, with up to three other residents for a period of 6 weeks. Residents in both conditions will be assessed for depression, social support, sense of belonging, and current self-rated mood at pre-intervention (0 weeks), post-intervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members will also be collected at weeks 1, 3, and 6. Both groups will receive a Wii console after week 6 to establish if residents and staff engage with the Wii without intervention.

Discussion: The Wii provides a user friendly platform for older adults to use video games, and it incorporates both social and competitive aspects in the game play. Existing research has not extensively investigated the social aspects of using this type of technology with older adults. If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use.

Trial registry: Australian New Zealand Clinical Trials Registry: ACTRN12614000445673.

No MeSH data available.


Related in: MedlinePlus