Viewing Study NCT06505070



Ignite Creation Date: 2024-10-26 @ 3:35 PM
Last Modification Date: 2024-10-26 @ 3:35 PM
Study NCT ID: NCT06505070
Status: COMPLETED
Last Update Posted: None
First Post: 2024-07-02

Brief Title: The Effect of Recreational Games on Happiness Life Satisfaction Loneliness and Somatisation in Elderly Individuals
Sponsor: None
Organization: None

Study Overview

Official Title: The Effect of Recreational Games on Happiness Life Satisfaction Loneliness and Somatisation in Elderly Individuals
Status: COMPLETED
Status Verified Date: 2024-08
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: No
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: As per the United Nations population projections the percentage of individuals aged 65 and older in the global population is expected to increase from 10 in 2022 to 16 by the year 2050 In response to this demographic shift the United Nations emphasizes the importance of ageing countries establishing long-term sustainable care institutions and taking measures to ensure the adaptation of the elderly to these institutions Recreational activities play a crucial role in supporting and encouraging elderly individuals to maintain active and productive lives in their old age while preserving their social roles

Aim To measure the influence of recreational games on somatisation loneliness happiness and life satisfaction among elderly individuals
Detailed Description: As per the United Nations population projections the percentage of individuals aged 65 and older in the global population is expected to increase from 10 in 2022 to 16 by the year 2050 In response to this demographic shift the United Nations emphasizes the importance of ageing countries establishing long-term sustainable care institutions and taking measures to ensure the adaptation of the elderly to these institutions Recreational activities play a crucial role in supporting and encouraging elderly individuals to maintain active and productive lives in their old age while preserving their social roles

Aim To measure the influence of recreational games on somatisation loneliness happiness and life satisfaction among elderly individuals

Method This study employed a nonrandomized experimental design featuring pretest-posttest control groups The study was conducted across two distinct nursing homes to prevent potential influence between individuals in the control and intervention groups

The research was conducted from April to August 2018 within two nursing homes in Turkey Inclusion criteria comprised individuals meeting the following conditions 1 aged 65 years and above and residing in the designated nursing homes during the study duration 2 expressing willingness to participate in the research 3 attaining a score of 23 or higher for individuals with five or more years of formal education or 19 or higher for those with fewer than five years of formal education on the Standardized Mini-Mental State Examination for Educated and Uneducated Individuals SMMSE and 4 displaying openness to communication

A power analysis executed utilizing the G Power 3010 software determined the requisite number of participants for both the intervention and control groups Given a type I error rate of 005 a type II error rate of 080 and an effect size of 05 it was established that a minimum of 27 participants were needed for each group Considering the potential occurrence of missing data during the study 40 participants meeting the inclusion criteria were applied to participants in both groups

Data collection tools The Standardized Mini-Mental State Examination for Educated and Uneducated Individuals SMMSE was utilized to ascertain the eligibility of older individuals for participation in the study Data were collected utilizing a Personal Information Form the Oxford Happiness Questionnaire Short Form OHQ-S the Satisfaction with Life Scale SWLS the De Jong Gierveld Loneliness Scale DJGLS and the Symptom Check-List Somatisation Subscale SCL-90-R

Game selection After an extensive literature review the researcher identified 15 games These games were introduced to participants in the intervention group enabling them to make informed selections subsequent to receiving instructions

Interventions Residents of the nursing homes where the study took place were informed about the research The SMMSE was administered to individuals who expressed interest in taking part

Application of pre-tests OHQ-S DJGLS SWLS and SCL-90-R were applied to a total of 80 individuals in both nursing homes who met the study inclusion criteria

Selection of the games to be included in the application One nursing home was allocated as the intervention group to minimize potential interaction between the groups while the other was designated as the control group During two sessions 40 individuals in the intervention group were introduced to 15 games Researchers conducted these sessions and provided participants with instructions and rules for the games Then they were asked to rate the games from 1 to 10 In this form the elderly individuals evaluated the games by determining the minimum 1 and maximum 10 points according to their interest and willingness to play Thus it was ensured that individuals freely choose the games they want to play As a result bingo matching pairs word challenge and hot-cold games which received the highest scores from the participants were selected to be played

Preparing the playground and organizing the groups For the elderly to play games a room on the ground floor of the institution with a sun-drenched spacious sliding door opening to the garden was preferred Five groups of 8 people were formed for the games These groups were determined according to their wishes taking into account the available hours of the elderly individuals When one group completed the games 15-20 minute breaks were given for that group to leave the room and for the other group to gather and prepare for the games

Playing games Participants in the intervention group engaged in bingo matching pairs word challenges and hot-and-cold games organized into groups of eight individuals They adhered to the game instructions and participated in sessions twice a week for 2 months totalling 16 sessions The groups were formed by the requests of the participants considering their available time In each session all individuals in the group played all four games so one individual played 64 games in a total of 16 sessions Sessions are planned to last 45 minutes

Application of posttests Individuals in the groups underwent administration of OHQ-S DJGLS SWLS and SCL-90-R at two consecutive intervals 1 week post-test and 1 month follow-up-test after the conclusion of the game

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: None
Is a FDA Regulated Device?: None
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None