Literature DB >> 27939260

The effects of active video games on patients' rehabilitative outcomes: A meta-analysis.

Zachary Pope1, Nan Zeng2, Zan Gao3.   

Abstract

A meta-analysis on Active Video Games (AVG) as a rehabilitative tool does not appear to be available. This meta-analytic review synthesizes the effectiveness of AVGs on patients' rehabilitative outcomes. Ninety-eight published studies on AVGs and rehabilitation were obtained in late 2015 with 14 meeting the following inclusion criteria: 1) data-based English articles; 2) randomized-controlled trials investigating AVG's effect on rehabilitative outcome(s); and 3) ≥1 comparison present in each study. Data extraction for comparisons was completed for three age categories: 1) youth/young adults (5-25years-old); 2) middle-aged adults (40-65years-old); and 3) older adults (≥65years-old). Comprehensive Meta-Analysis software calculated effect size (ES; Hedge's g). Comparison group protocols often employed another non-AVG experimental treatment. Control group protocols implemented standard care. AVGs demonstrated a large positive effect on balance control over control among youth/young adults (ES=0.81, p<0.01). Further, AVGs resulted in small positive effects on middle-aged adults' balance control over control (ES=0.143, p=0.48) and comparison (ES=0.14, p=0.53), with similar results in older adults compared to control (ES=0.16, p=0.27). Notably, AVG's effect on balance control versus comparison among older adults was small yet negative (ES=-0.12, p=0.63). AVGs were also used to enhance general physical functioning (GPF) among middle-aged and older adults. Versus control and comparison, AVGs had no effect on middle-aged adults' GPF (ES=-0.054 and -0.046, respectively) or older adults' GPF (ES=0.04 and 0.002, respectively). Finally, AVGs had a moderate effect on older adults' falls efficacy versus control (ES=0.61, p<0.05). Findings favor AVGs for youth/young adult balance control rehabilitation and falls efficacy promotion in older adults.
Copyright © 2016 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Age; Balance; Falls efficacy; Physical functioning; Quality of life

Mesh:

Year:  2016        PMID: 27939260     DOI: 10.1016/j.ypmed.2016.12.003

Source DB:  PubMed          Journal:  Prev Med        ISSN: 0091-7435            Impact factor:   4.018


  10 in total

1.  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

Review 2.  Virtual Reality Exercise for Anxiety and Depression: A Preliminary Review of Current Research in an Emerging Field.

Authors:  Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao
Journal:  J Clin Med       Date:  2018-03-04       Impact factor: 4.241

Review 3.  Exergaming for Children and Adolescents: Strengths, Weaknesses, Opportunities and Threats.

Authors:  Valentin Benzing; Mirko Schmidt
Journal:  J Clin Med       Date:  2018-11-08       Impact factor: 4.241

4.  Recent advances in rehabilitation for Parkinson's Disease with Exergames: A Systematic Review.

Authors:  Augusto Garcia-Agundez; Ann-Kristin Folkerts; Robert Konrad; Polona Caserman; Thomas Tregel; Mareike Goosses; Stefan Göbel; Elke Kalbe
Journal:  J Neuroeng Rehabil       Date:  2019-01-29       Impact factor: 4.262

Review 5.  Meta-Analysis of the Efficacy of Virtual Reality-Based Interventions in Cancer-Related Symptom Management.

Authors:  Yingchun Zeng; Jun-E Zhang; Andy S K Cheng; Huaidong Cheng; Jeffrey Scott Wefel
Journal:  Integr Cancer Ther       Date:  2019 Jan-Dec       Impact factor: 3.279

6.  Effects of Exergames on Physical Fitness in Middle-Aged and Older Adults in Taiwan.

Authors:  Tzu-Cheng Yu; Che-Hsien Chiang; Pei-Tzu Wu; Wen-Lan Wu; I-Hua Chu
Journal:  Int J Environ Res Public Health       Date:  2020-04-08       Impact factor: 3.390

Review 7.  Effect of Active Video Games on Healthy Children's Fundamental Motor Skills and Physical Fitness: A Systematic Review.

Authors:  Wenxi Liu; Nan Zeng; Daniel J McDonough; Zan Gao
Journal:  Int J Environ Res Public Health       Date:  2020-11-09       Impact factor: 3.390

Review 8.  Effect of Wearable Technology-Based Physical Activity Interventions on Breast Cancer Survivors' Physiological, Cognitive, and Emotional Outcomes: A Systematic Review.

Authors:  Daphne S Blount; Daniel J McDonough; Zan Gao
Journal:  J Clin Med       Date:  2021-05-08       Impact factor: 4.241

Review 9.  Effects of Physical Activity on Motor Skills and Cognitive Development in Early Childhood: A Systematic Review.

Authors:  Nan Zeng; Mohammad Ayyub; Haichun Sun; Xu Wen; Ping Xiang; Zan Gao
Journal:  Biomed Res Int       Date:  2017-12-13       Impact factor: 3.411

10.  Pacing, Conventional Physical Activity and Active Video Games to Increase Physical Activity for Adults with Myalgic Encephalomyelitis/Chronic Fatigue Syndrome: Protocol for a Pilot Randomized Controlled Trial.

Authors:  Katia Elizabeth Ferrar; Ashleigh E Smith; Kade Davison
Journal:  JMIR Res Protoc       Date:  2017-08-01
  10 in total

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