Literature DB >> 22608382

Role of video games in improving health-related outcomes: a systematic review.

Brian A Primack1, Mary V Carroll, Megan McNamara, Mary Lou Klem, Brandy King, Michael Rich, Chun W Chan, Smita Nayak.   

Abstract

CONTEXT: Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. EVIDENCE ACQUISITION: Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source); sample data (e.g., number of study participants, demographics); intervention and control details; outcomes data; and quality measures were abstracted independently by two researchers. EVIDENCE SYNTHESIS: Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers.
CONCLUSIONS: There is potential promise for video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with appropriate rigor will help build evidence in this emerging area.
Copyright © 2012 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

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Mesh:

Year:  2012        PMID: 22608382      PMCID: PMC3391574          DOI: 10.1016/j.amepre.2012.02.023

Source DB:  PubMed          Journal:  Am J Prev Med        ISSN: 0749-3797            Impact factor:   5.043


  66 in total

1.  An in-school CD-ROM asthma education program.

Authors:  B P Yawn; P J Algatt-Bergstrom; R A Yawn; P Wollan; M Greco; M Gleason; L Markson
Journal:  J Sch Health       Date:  2000-04       Impact factor: 2.118

2.  PsycINFO search strategies identified methodologically sound therapy studies and review articles for use by clinicians and researchers.

Authors:  Angela May Eady; Nancy L Wilczynski; R Brian Haynes
Journal:  J Clin Epidemiol       Date:  2008-01       Impact factor: 6.437

3.  Effects of a wobble board-based therapeutic exergaming system for balance training on dynamic postural stability and intrinsic motivation levels.

Authors:  Diarmaid Fitzgerald; Nanthana Trakarnratanakul; Barry Smyth; Brian Caulfield
Journal:  J Orthop Sports Phys Ther       Date:  2010-01       Impact factor: 4.751

4.  Cumulative Index to Nursing and Allied Health Literature search strategies for identifying methodologically sound causation and prognosis studies.

Authors:  Cindy Walker-Dilks; Nancy L Wilczynski; R Brian Haynes
Journal:  Appl Nurs Res       Date:  2008-05       Impact factor: 2.257

5.  Educational video game for juvenile diabetes: results of a controlled trial.

Authors:  S J Brown; D A Lieberman; B A Germeny; Y C Fan; D M Wilson; D J Pasta
Journal:  Med Inform (Lond)       Date:  1997 Jan-Mar

6.  Comparison of three distraction techniques in reducing stress in dental patients.

Authors:  S K Seyrek; N L Corah; L F Pace
Journal:  J Am Dent Assoc       Date:  1984-03       Impact factor: 3.634

7.  Watch, Discover, Think, and Act: evaluation of computer-assisted instruction to improve asthma self-management in inner-city children.

Authors:  L K Bartholomew; R S Gold; G S Parcel; D I Czyzewski; M M Sockrider; M Fernandez; R Shegog; P Swank
Journal:  Patient Educ Couns       Date:  2000-02

8.  Effectiveness of a multicomponent self-management program in at-risk, school-aged children with asthma.

Authors:  Richard S Shames; Paul Sharek; Michelle Mayer; Thomas N Robinson; Elisabeth G Hoyte; Frances Gonzalez-Hensley; David A Bergman; Dale T Umetsu
Journal:  Ann Allergy Asthma Immunol       Date:  2004-06       Impact factor: 6.347

Review 9.  Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

Authors:  Margaret M Hansen
Journal:  J Med Internet Res       Date:  2008-09-01       Impact factor: 5.428

10.  The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: a randomized controlled trial [ISRCTN87413556].

Authors:  Debashish A Das; Karen A Grimmer; Anthony L Sparnon; Sarah E McRae; Bruce H Thomas
Journal:  BMC Pediatr       Date:  2005-03-03       Impact factor: 2.125

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  102 in total

1.  Kaizen: Interactive Gaming for Diabetes Patient Education.

Authors:  Michele H Talley; Nicole Ogle; Nancy Wingo; Cathy Roche; James Willig
Journal:  Games Health J       Date:  2019-12

2.  Stationary cycling exergame use among inactive children in the family home: a randomized trial.

Authors:  Ryan E Rhodes; Chris M Blanchard; Shannon S D Bredin; Mark R Beauchamp; Ralph Maddison; Darren E R Warburton
Journal:  J Behav Med       Date:  2017-06-19

3.  A Cognitive Task Analysis for an Emergency Management Serious Game.

Authors:  Susan Dass; Joanne Barnieu; Paul Cummings; Victor Cid
Journal:  Interserv Ind Train Simul Educ Conf       Date:  2016 Nov-Dec

4.  Smartphone and video game use and perceived effects in a community mental health service.

Authors:  Roberta Rowntree; Larkin Feeney
Journal:  Ir J Med Sci       Date:  2019-04-17       Impact factor: 1.568

5.  Effects of video-game play on information processing: a meta-analytic investigation.

Authors:  Kasey L Powers; Patricia J Brooks; Naomi J Aldrich; Melissa A Palladino; Louis Alfieri
Journal:  Psychon Bull Rev       Date:  2013-12

6.  'Gamification': influencing health behaviours with games.

Authors:  Dominic King; Felix Greaves; Christopher Exeter; Ara Darzi
Journal:  J R Soc Med       Date:  2013-03       Impact factor: 5.344

7.  Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Sabrina Culyba; Lynn E Fiellin
Journal:  Transl Behav Med       Date:  2014-03       Impact factor: 3.046

Review 8.  Fun and Games and Boredom.

Authors:  Richard Buday; Tom Baranowski; Debbe Thompson
Journal:  Games Health J       Date:  2012-08

9.  Using Inside Knowledge Campaign Materials to Improve Gynecologic Cancer Knowledge in Underserved Women.

Authors:  Mary Puckett; Julie Townsend; Jenny Rees Patterson; Donna Shaw; Yvonne Wasilewski; Sherri L Stewart
Journal:  J Womens Health (Larchmt)       Date:  2019-08-02       Impact factor: 2.681

10.  Not Thinking Clearly? Play a Game, Seriously!

Authors:  Deepika Mohan; Jesse Schell; Derek C Angus
Journal:  JAMA       Date:  2016-11-08       Impact factor: 56.272

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