2018
DOI: 10.12965/jer.1835168.584
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Effects of virtual reality exercise for Korean adults with schizophrenia in a closed ward

Abstract: The purpose of this study was to examine the effects of virtual reality exercise (VRE) using Nintendo Wii-Fit on physical fitness of Korean adults with schizophrenia living in a mental health facility located in South Korea. Two male participants diagnosed with schizophrenia, ages 53 and 61, were recruited and selected for inclusion in this study. The intervention using the Nintendo Wii-Fit consisted of 35-min sessions, 3 times per week for 8 weeks and was facilitated by the primary researcher and two graduate… Show more

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Cited by 8 publications
(14 citation statements)
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“…Similarly, some of the findings of the study by Valiani et al, as well as the study(30) by Barsasella,(27) coincide with the results of other studies,(32,33) in which improvements in capacities such as aerobic endurance, appendicular muscle strength, flexibility, and dynamic balance were also found after interventions with reality virtual. The results of these investigations, according to their authors, were probably presented thanks to the level of attraction and security generated by virtual environments, since these can facilitate adherence to exercise and continuity in its execution by the target populations.…”
Section: Discussionsupporting
confidence: 84%
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“…Similarly, some of the findings of the study by Valiani et al, as well as the study(30) by Barsasella,(27) coincide with the results of other studies,(32,33) in which improvements in capacities such as aerobic endurance, appendicular muscle strength, flexibility, and dynamic balance were also found after interventions with reality virtual. The results of these investigations, according to their authors, were probably presented thanks to the level of attraction and security generated by virtual environments, since these can facilitate adherence to exercise and continuity in its execution by the target populations.…”
Section: Discussionsupporting
confidence: 84%
“…This is attributed, according to this research, to the fact that immersion experiences, simulated environments, life-like experiences and visual feedback could possibly make it easier for participants to tolerate higher intensities of exercise and perceive less sensation of actual physical discomfort. (31) Similarly, some of the findings of the study by Valiani et al, as well as the study (30) by Barsasella,(27) coincide with the results of other studies, (32,33) in which improvements in capacities such as aerobic endurance, appendicular muscle strength, flexibility, and dynamic balance were also found after interventions with reality virtual. The results of these investigations, according to their authors, were probably presented thanks to the level of attraction and security generated by virtual environments, since these can facilitate adherence to exercise and continuity in its execution by the target populations.…”
Section: Discussionsupporting
confidence: 76%
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