Literature DB >> 26191999

Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials.

Esmaeel Rahmani1, Suzanne Austin Boren1,2.   

Abstract

OBJECTIVE: There are potential benefits of playing videogames for health improvement such as increasing knowledge about health-related issues by playing educational games and fighting a sedentary lifestyle by playing exergames. The number of systematic review articles about "videogames" and "health improvement" is limited. Therefore, the purpose of this study is to review those randomized controlled trials (RCTs) with the topic of "videogames" and "health improvement."
MATERIALS AND METHODS: Several electronic databases were searched for RCTs testing videogames on health outcomes that were published in English between January 2000 and April 2012.
RESULTS: Forty-five articles met the eligibility criteria and were categorized into five groups: (1) videogames and patient pain and stress reduction (nine articles), (2) videogames and patient behavioral change (19 articles), (3) videogames and patient rehabilitation (eight articles), (4) videogames as diagnostic tools (three articles), and (5) videogames and cognitive ability (six articles).
CONCLUSIONS: Most of the articles have shown promising results in using videogames within various fields of healthcare. Although exergames are the most prominent choice regarding health improvement, videogames have the potential to be used as a pain management tool, diagnostic tool, or educational tool. They also can be used as a facilitator in physical rehabilitation or cognitive loss prevention. More RCTs are needed to fully uncover the benefits of using videogames for improving patients' health.

Entities:  

Year:  2012        PMID: 26191999     DOI: 10.1089/g4h.2012.0031

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  14 in total

Review 1.  Game-based digital interventions for depression therapy: a systematic review and meta-analysis.

Authors:  Jinhui Li; Yin-Leng Theng; Schubert Foo
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-05-08

2.  Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

Authors:  Lindsay R Duncan; Kimberly D Hieftje; Tyra M Pendergrass; Benjamin G Sawyer; Lynn E Fiellin
Journal:  Subst Abus       Date:  2018-03-13       Impact factor: 3.716

3.  Can Playing an End-of-Life Conversation Game Motivate People to Engage in Advance Care Planning?

Authors:  Lauren J Van Scoy; Michael J Green; Jean M Reading; Allison M Scott; Cynthia H Chuang; Benjamin H Levi
Journal:  Am J Hosp Palliat Care       Date:  2016-07-12       Impact factor: 2.500

4.  Age Moderates Link Between Training Effects and Treatment Response to Attention Bias Modification Treatment for Social Anxiety Disorder.

Authors:  Rany Abend; Reut Naim; Lee Pergamin-Hight; Nathan A Fox; Daniel S Pine; Yair Bar-Haim
Journal:  J Abnorm Child Psychol       Date:  2019-05

Review 5.  The future of digital games for HIV prevention and care.

Authors:  Lisa B Hightow-Weidman; Kathryn E Muessig; José A Bauermeister; Sara LeGrand; Lynn E Fiellin
Journal:  Curr Opin HIV AIDS       Date:  2017-09       Impact factor: 4.283

6.  Mental Health on the Go: Effects of a Gamified Attention Bias Modification Mobile Application in Trait Anxious Adults.

Authors:  Tracy A Dennis; Laura O'Toole
Journal:  Clin Psychol Sci       Date:  2014-09-01

7.  Efficacy of the Fun For Wellness Online Intervention to Promote Multidimensional Well-Being: a Randomized Controlled Trial.

Authors:  Nicholas D Myers; Isaac Prilleltensky; Ora Prilleltensky; Adam McMahon; Samantha Dietz; Carolyn L Rubenstein
Journal:  Prev Sci       Date:  2017-11

8.  A meta-analysis of serious digital games for healthy lifestyle promotion.

Authors:  Ann DeSmet; Dimitri Van Ryckeghem; Sofie Compernolle; Tom Baranowski; Debbe Thompson; Geert Crombez; Karolien Poels; Wendy Van Lippevelde; Sara Bastiaensens; Katrien Van Cleemput; Heidi Vandebosch; Ilse De Bourdeaudhuij
Journal:  Prev Med       Date:  2014-08-27       Impact factor: 4.018

Review 9.  Virtual Reality for Pediatric Traumatic Brain Injury Rehabilitation: A Systematic Review.

Authors:  Jiabin Shen; Sarah Johnson; Cheng Chen; Henry Xiang
Journal:  Am J Lifestyle Med       Date:  2018-02-06

10.  Rehab-let: touchscreen tablet for self-training impaired dexterity post stroke: study protocol for a pilot randomized controlled trial.

Authors:  Debbie Rand; Gabi Zeilig; Rachel Kizony
Journal:  Trials       Date:  2015-06-18       Impact factor: 2.279

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