Investigating the feasibility of exergame on sleep and emotion among university students

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 take up physical activity. Commercially available exergame such as Xbox® 360 Ki...

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Main Authors: Wan Yunus, Farahiyah, Tan, Xiu Zhen, Romli, Muhammad Hibatullah
Format: Article
Language:English
Published: Mary Ann Liebert 2020
Online Access:http://psasir.upm.edu.my/id/eprint/89439/1/GAME.pdf
http://psasir.upm.edu.my/id/eprint/89439/
https://www.liebertpub.com/doi/10.1089/g4h.2019.0077?url_ver=Z39.88-2003&rfr_id=ori%3Arid%3Acrossref.org&rfr_dat=cr_pub++0pubmed&
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spelling my.upm.eprints.894392021-08-17T21:03:59Z http://psasir.upm.edu.my/id/eprint/89439/ Investigating the feasibility of exergame on sleep and emotion among university students Wan Yunus, Farahiyah Tan, Xiu Zhen Romli, Muhammad Hibatullah 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 take up physical activity. Commercially available exergame such as Xbox® 360 Kinect is one of the alternatives. This study aims at investigating the feasibility and the potential efficacy of using Xbox 360 Kinect game among health care 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 6 weeks. Information on psychology (Depression, Anxiety, and Stress Scale-21) and sleep (Functional Outcome Sleep Questionnaire-30) status was 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 analysis of variance was used to investigate within-between group comparison, and significance 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. The required optimum amount of dosage, sample size, and the use of outcome measures are suggested from the findings. This pilot and feasibility study supports the use of Xbox 360 Kinect games in practice and to be implemented for future research. Mary Ann Liebert 2020-12 Article PeerReviewed text en http://psasir.upm.edu.my/id/eprint/89439/1/GAME.pdf Wan Yunus, Farahiyah and Tan, Xiu Zhen and Romli, Muhammad Hibatullah (2020) Investigating the feasibility of exergame on sleep and emotion among university students. Games for Health Journal, 9 (6). pp. 415-424. ISSN 2161-783X; ESSN: 2161-7856 https://www.liebertpub.com/doi/10.1089/g4h.2019.0077?url_ver=Z39.88-2003&rfr_id=ori%3Arid%3Acrossref.org&rfr_dat=cr_pub++0pubmed& 10.1089/g4h.2019.0077
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
language English
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 take up physical activity. Commercially available exergame such as Xbox® 360 Kinect is one of the alternatives. This study aims at investigating the feasibility and the potential efficacy of using Xbox 360 Kinect game among health care 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 6 weeks. Information on psychology (Depression, Anxiety, and Stress Scale-21) and sleep (Functional Outcome Sleep Questionnaire-30) status was 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 analysis of variance was used to investigate within-between group comparison, and significance 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. The required optimum amount of dosage, sample size, and the use of outcome measures are suggested from the findings. This pilot and feasibility study supports the use of Xbox 360 Kinect games in practice and to be implemented for future research.
format Article
author Wan Yunus, Farahiyah
Tan, Xiu Zhen
Romli, Muhammad Hibatullah
spellingShingle Wan Yunus, Farahiyah
Tan, Xiu Zhen
Romli, Muhammad Hibatullah
Investigating the feasibility of exergame on sleep and emotion among university students
author_facet Wan Yunus, Farahiyah
Tan, Xiu Zhen
Romli, Muhammad Hibatullah
author_sort Wan Yunus, Farahiyah
title Investigating the feasibility of exergame on sleep and emotion among university students
title_short Investigating the feasibility of exergame on sleep and emotion among university students
title_full Investigating the feasibility of exergame on sleep and emotion among university students
title_fullStr Investigating the feasibility of exergame on sleep and emotion among university students
title_full_unstemmed Investigating the feasibility of exergame on sleep and emotion among university students
title_sort investigating the feasibility of exergame on sleep and emotion among university students
publisher Mary Ann Liebert
publishDate 2020
url http://psasir.upm.edu.my/id/eprint/89439/1/GAME.pdf
http://psasir.upm.edu.my/id/eprint/89439/
https://www.liebertpub.com/doi/10.1089/g4h.2019.0077?url_ver=Z39.88-2003&rfr_id=ori%3Arid%3Acrossref.org&rfr_dat=cr_pub++0pubmed&
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score 13.160551