Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
Due to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of po...
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description | Due to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of potential moderator variables.
A systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted.
A total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity.
These finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. Although more research is needed, video game-based interventions are a promising and accessible tool for active aging promotion. |
doi_str_mv | 10.1371/journal.pone.0208192 |
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A systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted.
A total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity.
These finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. Although more research is needed, video game-based interventions are a promising and accessible tool for active aging promotion.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0208192</identifier><identifier>PMID: 30533015</identifier><language>eng</language><publisher>United States: Public Library of Science</publisher><subject>Adults ; Aging ; Aging - physiology ; Analysis ; Biology and Life Sciences ; Clinical trials ; Cognition & reasoning ; Computer & video games ; Elderly ; Emotions ; Europe ; Exercise - physiology ; Exercise Movement Techniques - methods ; Health aspects ; Health Promotion - methods ; Humans ; Literature reviews ; Medicine and Health Sciences ; Meta-analysis ; Older people ; People and Places ; Physical activity ; Physical exercise ; Physical Sciences ; Randomized Controlled Trials as Topic ; Research and Analysis Methods ; Reviews ; Social Sciences ; Systematic review ; Treatment Outcome ; Video Games</subject><ispartof>PloS one, 2018-12, Vol.13 (12), p.e0208192-e0208192</ispartof><rights>COPYRIGHT 2018 Public Library of Science</rights><rights>This is an open access article, free of all copyright, and may be freely reproduced, distributed, transmitted, modified, built upon, or otherwise used by anyone for any lawful purpose. The work is made available under the Creative Commons CC0 public domain dedication: https://creativecommons.org/publicdomain/zero/1.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c692t-d8c47507b5829632c620522193bf0f31f221162d0edfd05ac4c7b1b2f5b0f5113</citedby><cites>FETCH-LOGICAL-c692t-d8c47507b5829632c620522193bf0f31f221162d0edfd05ac4c7b1b2f5b0f5113</cites><orcidid>0000-0002-5868-4025 ; 0000-0003-0533-4918</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC6289420/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC6289420/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,864,885,2102,2928,23866,27924,27925,53791,53793,79600,79601</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/30533015$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><contributor>Haighton, Catherine</contributor><creatorcontrib>Vázquez, Fernando L</creatorcontrib><creatorcontrib>Otero, Patricia</creatorcontrib><creatorcontrib>García-Casal, J Antonio</creatorcontrib><creatorcontrib>Blanco, Vanessa</creatorcontrib><creatorcontrib>Torres, Ángela J</creatorcontrib><creatorcontrib>Arrojo, Manuel</creatorcontrib><title>Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis</title><title>PloS one</title><addtitle>PLoS One</addtitle><description>Due to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of potential moderator variables.
A systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted.
A total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity.
These finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. 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A systematic literature review and meta-analysis</atitle><jtitle>PloS one</jtitle><addtitle>PLoS One</addtitle><date>2018-12-11</date><risdate>2018</risdate><volume>13</volume><issue>12</issue><spage>e0208192</spage><epage>e0208192</epage><pages>e0208192-e0208192</pages><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>Due to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of potential moderator variables.
A systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted.
A total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity.
These finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. Although more research is needed, video game-based interventions are a promising and accessible tool for active aging promotion.</abstract><cop>United States</cop><pub>Public Library of Science</pub><pmid>30533015</pmid><doi>10.1371/journal.pone.0208192</doi><tpages>e0208192</tpages><orcidid>https://orcid.org/0000-0002-5868-4025</orcidid><orcidid>https://orcid.org/0000-0003-0533-4918</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Adults Aging Aging - physiology Analysis Biology and Life Sciences Clinical trials Cognition & reasoning Computer & video games Elderly Emotions Europe Exercise - physiology Exercise Movement Techniques - methods Health aspects Health Promotion - methods Humans Literature reviews Medicine and Health Sciences Meta-analysis Older people People and Places Physical activity Physical exercise Physical Sciences Randomized Controlled Trials as Topic Research and Analysis Methods Reviews Social Sciences Systematic review Treatment Outcome Video Games |
title | Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis |
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