Literature DB >> 26716638

Effect of Exergames on Depression: A Systematic Review and Meta-Analysis.

Jinhui Li1, Yin-Leng Theng1, Schubert Foo1.   

Abstract

Depression is a major public health concern in current society. In recent years many studies began to investigate the potential benefits of exergames on depression. The current study aimed to provide a systematic review to synthesize the existing studies and discover the overall effect size of exergames on treating depression. A comprehensive literature search was conducted among major bibliographic databases in computer technology, psychology, and medical science. Key study characteristics of participants, interventions, and experiment were extracted in the systematic review. Both studies using independent groups and matched groups were included in meta-analysis. Overall effect size of Hedges' g was calculated, followed by subgroup analyses. Nine studies included in the review, while eight studies applying exergames of Nintendo's Wii or Wii Fit. A random effects meta-analysis on eight studies resulted an overall significant effect size of g = 0.21. Demographic factors, depression severity, number of session, and game type were found to be significant moderators for the effectiveness. The study has not only supported the positive effect of exergames on alleviating depression, but also provided many theoretical and practical implications for health professionals and police makers. More rigorous experimental controlled studies are needed in this new research field.

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Year:  2015        PMID: 26716638     DOI: 10.1089/cyber.2015.0366

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  25 in total

1.  Play provides social connection for older adults with serious mental illness: A grounded theory analysis of a 10-week exergame intervention.

Authors:  Sarah Dobbins; Erin Hubbard; Annesa Flentje; Carol Dawson-Rose; Heather Leutwyler
Journal:  Aging Ment Health       Date:  2018-12-27       Impact factor: 3.658

2.  Mediators of physical activity between standard exercise and exercise video games.

Authors:  Beth C Bock; Shira I Dunsiger; Joseph T Ciccolo; Eva R Serber; Wen-Chih Wu; Marie Sillice; Bess H Marcus
Journal:  Health Psychol       Date:  2019-09-12       Impact factor: 4.267

3.  Effect of exergaming on health-related quality of life in older adults: A systematic review.

Authors:  Marysol Cacciata; Anna Stromberg; Jung-Ah Lee; Dara Sorkin; Dawn Lombardo; Steve Clancy; Adeline Nyamathi; Lorraine S Evangelista
Journal:  Int J Nurs Stud       Date:  2019-02-10       Impact factor: 5.837

Review 4.  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

5.  Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery in veterans treated for mental and/or behavioral health problems.

Authors:  Michelle Colder Carras; Anna Kalbarczyk; Kurrie Wells; Jaime Banks; Rachel Kowert; Colleen Gillespie; Carl Latkin
Journal:  Soc Sci Med       Date:  2018-09-24       Impact factor: 4.634

Review 6.  E-&mHealth interventions targeting nutrition, physical activity, sedentary behavior, and/or obesity among children: A scoping review of systematic reviews and meta-analyses.

Authors:  Chelsea L Kracht; Melinda Hutchesson; Mavra Ahmed; Andre Matthias Müller; Lee M Ashton; Hannah M Brown; Ann DeSmet; Carol A Maher; Chelsea E Mauch; Corneel Vandelanotte; Zenong Yin; Megan Whatnall; Camille E Short; Amanda E Staiano
Journal:  Obes Rev       Date:  2021-09-02       Impact factor: 9.213

7.  Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.

Authors:  Manuela Ferrari; Judith Sabetti; Sarah V McIlwaine; Sahar Fazeli; S M Hani Sadati; Jai L Shah; Suzanne Archie; Katherine M Boydell; Shalini Lal; Joanna Henderson; Mario Alvarez-Jimenez; Neil Andersson; Rune Kristian Lundedal Nielsen; Jennifer A Reynolds; Srividya N Iyer
Journal:  Front Digit Health       Date:  2022-04-07

8.  Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

Authors:  Theresa M Fleming; Lynda Bavin; Karolina Stasiak; Eve Hermansson-Webb; Sally N Merry; Colleen Cheek; Mathijs Lucassen; Ho Ming Lau; Britta Pollmuller; Sarah Hetrick
Journal:  Front Psychiatry       Date:  2017-01-10       Impact factor: 4.157

9.  Facilitators and Challenges to Exergaming: Perspectives of Patients With Heart Failure.

Authors:  Marysol C Cacciata; Anna Stromberg; Leonie Klompstra; Tiny Jaarsma; Mebin Kuriakose; Jung-Ah Lee; Dawn Lombardo; Lorraine S Evangelista
Journal:  J Cardiovasc Nurs       Date:  2022 May-Jun 01       Impact factor: 2.468

10.  Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.

Authors:  Simone Kühn; Fabrice Berna; Thies Lüdtke; Jürgen Gallinat; Steffen Moritz
Journal:  Front Psychol       Date:  2018-02-12
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