Literature DB >> 27135146

Exergames for Older Adults with Subthreshold Depression: Does Higher Playfulness Lead to Better Improvement in Depression?

Jinhui Li1, Yin-Leng Theng1, Schubert Foo1.   

Abstract

OBJECTIVE: The use of exergames is increasingly prevalent in the healthcare promotion among older adults. The current study aimed to examine whether the playfulness may influence the antidepressant effect of exergames on older adults.
METHOD: Two experimental conditions, high playfulness (Wii™ Sport games) and low playfulness (Wii Fit™ training), were implemented in a 6-week randomized controlled study. A manipulation check was conducted first to confirm the significant difference in playfulness between the two conditions. A total of 49 community-dwelling older adults diagnosed with subthreshold depression have finished the study. Their depression, positive emotions, and self-efficacy were measured at both pre- and post-test. A multivariate analysis of covariance (MANCOVA) was then conducted between two conditions, with age and gender as the covariates.
RESULTS: Findings suggest that older adults in both two exergame conditions have improvements in subthreshold depression [t(48) = 9.48, P < 0.001], positive emotions [t(48) = -12.04, P < 0.001], and self-efficacy [t(48) = -9.78, P < 0.001]. Significant effect of playfulness in exergames was found on positive emotions among older adults [F(3, 47) = 20.82, P < 0.001], although not on subthreshold depression and self-efficacy.
CONCLUSION: Results gained from the study will assist in the future implementation and development of exergames that aim to improve mental health among older adults.

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Year:  2016        PMID: 27135146     DOI: 10.1089/g4h.2015.0100

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


  5 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.  Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.

Authors:  Federica Pallavicini; Alessandro Pepe
Journal:  JMIR Serious Games       Date:  2020-06-17       Impact factor: 4.143

3.  Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis.

Authors:  Fernando L Vázquez; Patricia Otero; J Antonio García-Casal; Vanessa Blanco; Ángela J Torres; Manuel Arrojo
Journal:  PLoS One       Date:  2018-12-11       Impact factor: 3.240

4.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

5.  Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.

Authors:  Wenge Xu; Hai-Ning Liang; Nilufar Baghaei; Xiaoyue Ma; Kangyou Yu; Xuanru Meng; Shaoyue Wen
Journal:  JMIR Serious Games       Date:  2021-11-22       Impact factor: 4.143

  5 in total

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