scholarly journals Preferences of people with mental illness for engaging in exercise programs under COVID-19 restrictions

2020 ◽  
pp. 103985622097529
Author(s):  
Justin J Chapman ◽  
Emily Hielscher ◽  
Sue Patterson ◽  
Nicola Reavley ◽  
Wendy J Brown ◽  
...  

Objectives: People with mental illness may be vulnerable to decline in mental health and reduced physical activity because of the COVID-19 pandemic and associated restrictions. The aim of this study was to inform the design of physical activity interventions for implementation under these conditions to improve/maintain well-being and physical activity in this population. Methods: People with mental illness who had participated in a physical activity program prior to the pandemic were invited to complete a survey about the impact of COVID-19 on mental health and physical activity and their preferences for engaging in a physical activity program under pandemic-related restrictions. Results: More than half the 59 respondents reported worse mental health and lower physical activity during the pandemic. The preferred format for a physical activity program was one-on-one exercise instruction in-person in a park. Program components endorsed as helpful included incentivization, provision of exercise equipment and fitness devices, and daily exercise programs. About a third of the participants reported limitations in using technology for a physical activity program. Conclusions: In-person exercise support is preferred by people with mental illnesses during pandemic-related restrictions. Enablement strategies such as providing equipment and self-monitoring devices should be utilized; assistance may be needed to incorporate the use of technology in exercise programs.

2019 ◽  
Vol 32 (12) ◽  
pp. 1449-1456
Author(s):  
Sarah Dobbins ◽  
Erin Hubbard ◽  
Heather Leutwyler

ABSTRACTObjectives:Older adults with serious mental illness (SMI) often have poor physical health in addition to serious mental health issues. Sustained engagement in a group physical activity program may provide necessary physical and mental health benefits. The purpose of this report is to describe participants’ feedback about a video game-based group physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA). In particular, we wanted to understand what worked about the program, what was not ideal, and how it impacted their lives.Design:Semi-structured interviews were collected and analyzed with grounded theory methodology.Setting:Mental health facility.Participants:Sixteen older adults with SMI.Measurements:Participants played an active video game for 50-minute sessions, three times a week for 10 weeks. Qualitative interviews were conducted with 16 participants upon completion of the program.Results:Participants expressed enthusiasm for the physical activity program, indicating it was an activity that they looked forward to doing. The results of the study provide insight into how the program may be implemented into practice at mental health facilities. Three implementation to practice categories were identified: (1) programmatic considerations, such as when to hold the groups and where; (2) the critical importance of staff involvement; and (3) harnessing patients’ interest in the program.Conclusion:Our results suggest that engagement in an intense video game-based group physical activity program has a positive impact on participants’ overall health. The group atmosphere, staff involvement, availability of the program at a mental health facility, and health benefits were critical.


2018 ◽  
Vol 48 (2) ◽  
pp. 149-168 ◽  
Author(s):  
Krista J. Van Slingerland ◽  
Natalie Durand-Bush ◽  
Scott Rathwell

We examined the level and prevalence of mental health functioning (MHF) in intercollegiate student-athletes from 30 Canadian universities, and the impact of time of year, gender, alcohol use, living situation, year of study, and type of sport on MHF. An online survey completed in November 2015 (N = 388) and March 2016 (n = 110) revealed that overall, MHF levels were moderate to high, and more student-athletes were flourishing than languishing. MHF levels did not significantly differ across time based on gender, alcohol use, living situation, year of study, and type of sport. Eighteen percent reported a previous mental illness diagnosis and yet maintained moderate MHF across time. These findings support Keyes’ (2002) dual-continua model, suggesting that the presence of mental illness does not automatically imply low levels of well-being and languishing. Nonetheless, those without a previous diagnosis were 3.18 times more likely to be flourishing at Time 1 (November 2015).  


2020 ◽  
Author(s):  
Reza Roshanpour ◽  
Mohammad Hazegh Nikroo

Abstract Background: The rise of obesity creates a critical health problem in childhood which can establish obesity in adulthood. It is significant in the first years of life to participate in physical activity program. In other words, children have to perform physical activity for preventing obesity and toward reducing obesity in adulthood. In this regard, it seems to be important in elementary schools. In this regard, interventions were used to perform physical activity. We have utilized virtual reality and gamification as an intervention to increase motivation for exerting physical activity in elementary school. In reality, three critical areas have been identified to enhance quality physical education program include Promoting intrinsic motivation, enhancing perceived physical competence, and creating a mastery-oriented physical-activity environment.Methods: Mixed quantitative and qualitative study to specify the effects of integration gamification and virtual reality in the physical activity program was used. Analyses were conducted using IBM Statistics SPSS 25.0 software. Also, we used independent-samples T-test to compare results.Results: Total of 25 elementary students participated in our study. This study performed about combination of gamification and virtual reality games. we divided all the students into diverse groups. Results indicated the use of virtual reality and gamification could enhance motivation in children to perform physical activity in school.Conclusion: Virtual reality technology and gamification on physical activity environments had a positive effect on the motivation of elementary students. virtual reality and gamification on motivation leads students to achieve higher levels of engagement in performing physical activity.


2018 ◽  
Vol 19 (6) ◽  
pp. 575-583 ◽  
Author(s):  
Piotr J. Kruk ◽  
Michał Nowicki

AbstractBackgroundRegular physical activity is widely recommended for patients with arterial hypertension as an essential component of lifestyle modification. Much less is known about the impact of physical exercise on the management of treatment of resistant hypertension (RH). The aim was to assess the effect of physical activity program intensified by mobile phone text reminders on blood pressure control in subjects with RH managed in the primary care.MethodsIn total, 53 patients with primary hypertension were qualified, including 27 who met the criteria for RH and 26 with well-controlled hypertension (WCH). Ambulatory 24-h blood pressure was monitored and body composition evaluated with bioimpedance and habitual physical activity profile was determined continuously over 72 h with accelerometer. All measurements were performed at baseline and after three and six months. The patients were asked to modify their lifestyle according to American Heart Association Guidelines that included regular aerobic physical activity tailored to individual needs.FindingsPhysical activity in RH increased significantly after six months compared with control subjects (P=0.001). Office systolic blood pressure (SBP) and diastolic blood pressure (DBP) in the RH group decreased significantly after three months but after six months only office DBP remained significantly lower. After three months 24-h SBP decreased by 3.1±11 mmHg (P=0.08) and DBP by 2.0±6 mmHg (P=0.17) in RH, whereas in WCH respective changes were +1.2±10 and −0.3±6 mmHg. After six months 24-h BP changes were similar.ConclusionIndividualized structured physical activity program increases physical activity in the treatment of resistant hypertensives in primary care but the effect on 24-h blood pressure is only transient.


2019 ◽  
pp. 549-582
Author(s):  
M. Daniele Fallin ◽  
Calliope Holingue ◽  
Laysha Ostrow ◽  
Philip J. Leaf ◽  
Ronald W. Manderscheid ◽  
...  

The field of public mental health has seen many advances in policy and discovery, yet there is much more to be done. We must move beyond a narrow focus on clinical interventions to now embrace the impact of community and population dynamics in promoting mental health, preventing mental illnesses, and fostering recovery. We must take advantage of emerging technologies, tools and strategies to expand discovery of the causes of mental illness that will inform new prevention and treatment strategies. Emerging tools can also guide the best implementation of individual and systems-level changes. Finally, we must continue to monitor the frequency of illness and related outcomes among individuals and populations to gauge our progress and highlight areas for continued improvement.


Author(s):  
Tatsuya Imai

Previous studies have found that the use of social networking sites (SNSs) is associated with the user's positive outcomes such as perceived social support and psychological well-being (Ellison, Steinfield, & Lampe, 2007; Nabi, Prestin, & So, 2012). To seek those positive influences, those with health issues such as physical illness or mental illness actively use SNSs (e.g., Shpigelman & Gill, 2014a; Gowen, Deschaine, Gruttadara, & Markey, 2012). The first aim of this chapter is to describe previous studies on the use of SNSs by those with health issues such as mental illnesses, HIV/AIDS, cancer, intellectual disabilities, and diabetes. The second aim is to propose a new direction of research on the use of SNSs by those with health issues: the impact of stigma on communication on SNSs.


2008 ◽  
Vol 27 (2) ◽  
pp. 21-36 ◽  
Author(s):  
Ann Bates ◽  
Vivien Kemp ◽  
Mohan Isaac

The physical health of individuals with long-term mental illnesses has long been of concern. In Western Australia, the overall mortality rate from preventable causes of people living with mental illness was reported to be 2.5 times greater than that of the general population. A trial peer support service was initiated to assist people with mental illness to attend to their physical health needs. This paper presents the planning, implementation, and results of this collaborative initiative involving nongovernment agencies, the public mental health service, consumers of mental health services, and the University of Western Australia.


Author(s):  
Wendy Stanyon ◽  
Bill Goodman ◽  
Marjory Whitehouse

Mental illness is a major public health concern in Canada and also globally. According to the World Health Organization, five of the top ten disabilities worldwide are mental health disorders. Within Canada, one in five individuals is living with mental illness each year. Currently, there are 6.7 million Canadians living with mental illness and over 1 million Canadian youth living with mental illness. Police are frequently the first responders to situations in the community involving people with mental illness, and police services are increasingly aware of the need to provide officers with additional training and strategies for effectively interacting with these citizens.This study examined the effectiveness of four online, interactive video-based simulations designed to educate police officers about mental illness and strategies for interacting with people with mental illness. The simulations were created through the efforts of a unique partnership involving a police service, a mental health facility and two postsecondary institutions. Frontline police officers from Ontario were divided into one of three groups (simulation, face to face, control). Using a pre- and post-test questionnaire, the groups were compared on their level of knowledge and understanding of mental illness. In addition, focus groups explored the impact of the simulations on officers’ level of confidence in engaging with individuals with mental illness and officers’ perceptions of the simulations’ ease of use and level of realism. The study’s findings determined that the simulations were just as effective as face-to-face learning, and the officers reported the simulations were easy to use and reflected real-life scenarios they had encountered on the job. As mental health continues to be a major public concern, not only in Canada but also globally, interactive simulations may provide an effective and affordable education resource not only for police officers but for other professionals seeking increased knowledge and skills in interacting with citizens with mental illness.Keywords: policing, mental illness, education, computer-based simulation


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