Literature DB >> 24652863

Gaming for health: a systematic review of the physical and cognitive effects of interactive computer games in older adults.

Chris M Bleakley1, Darryl Charles1, Alison Porter-Armstrong1, Michael D J McNeill1, Suzanne M McDonough2, Brendan McCormack1.   

Abstract

This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population.
© The Author(s) 2013.

Entities:  

Keywords:  interactive computer gaming; older adults; physical activity

Mesh:

Year:  2013        PMID: 24652863     DOI: 10.1177/0733464812470747

Source DB:  PubMed          Journal:  J Appl Gerontol        ISSN: 0733-4648


  29 in total

1.  Memory Matters: A Mixed-Methods Feasibility Study of a Mobile Aid to Stimulate Reminiscence in Individuals With Memory Loss.

Authors:  Aimee V Hamel; Tai L Sims; Dan Klassen; Thomas Havey; Joseph E Gaugler
Journal:  J Gerontol Nurs       Date:  2016-02-05       Impact factor: 1.254

Review 2.  Effects of Virtual Reality Training (Exergaming) Compared to Alternative Exercise Training and Passive Control on Standing Balance and Functional Mobility in Healthy Community-Dwelling Seniors: A Meta-Analytical Review.

Authors:  Lars Donath; Roland Rössler; Oliver Faude
Journal:  Sports Med       Date:  2016-09       Impact factor: 11.136

Review 3.  Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19.

Authors:  Becky K White; Annegret Martin; James White
Journal:  Lancet Reg Health West Pac       Date:  2022-07-06

4.  Personalizing Sensor-Controlled Digital Gaming to Self-Management Needs of Older Adults with Heart Failure: A Qualitative Study.

Authors:  Kavita Radhakrishnan; Thomas Baranowski; Matthew O'Hair; Catherine A Fournier; Cathy B Spranger; Miyong T Kim
Journal:  Games Health J       Date:  2020-03-06

5.  Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring.

Authors:  Kavita Radhakrishnan; Christine Julien; Matthew O'Hair; Thomas Baranowski; Grace Lee; Catherine Allen; Atami Sagna; Edison Thomaz; Miyong Kim
Journal:  Appl Clin Inform       Date:  2020-12-30       Impact factor: 2.342

6.  Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity.

Authors:  Joshua Simmich; Allison Mandrusiak; Trevor Russell; Stuart Smith; Nicole Hartley
Journal:  Digit Health       Date:  2021-05-30

7.  The design of a purpose-built exergame for fall prediction and prevention for older people.

Authors:  Hannah R Marston; Ashley Woodbury; Yves J Gschwind; Michael Kroll; Denis Fink; Sabine Eichberg; Karl Kreiner; Andreas Ejupi; Janneke Annegarn; Helios de Rosario; Arno Wienholtz; Rainer Wieching; Kim Delbaere
Journal:  Eur Rev Aging Phys Act       Date:  2015-12-08       Impact factor: 3.878

8.  The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial.

Authors:  Jessica Chesler; Suzanne McLaren; Britt Klein; Shaun Watson
Journal:  BMC Geriatr       Date:  2015-09-03       Impact factor: 3.921

9.  Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study.

Authors:  Miel A P Vugts; Margot C W Joosen; Alfonsus H M M van Bergen; Hubertus J M Vrijhoef
Journal:  JMIR Serious Games       Date:  2016-04-01       Impact factor: 4.143

10.  Exploring user experience and technology acceptance for a fall prevention system: results from a randomized clinical trial and a living lab.

Authors:  Daryoush D Vaziri; Konstantin Aal; Corinna Ogonowski; Thomas Von Rekowski; Michael Kroll; Hannah R Marston; Rakel Poveda; Yves J Gschwind; Kim Delbaere; Rainer Wieching; Volker Wulf
Journal:  Eur Rev Aging Phys Act       Date:  2016-06-10       Impact factor: 3.878

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.