Literature DB >> 30089018

Efficacy of Bingocize®: A Game-Centered Mobile Application to Improve Physical and Cognitive Performance in Older Adults.

Matthew C Shake1, K Jason Crandall2, Rilee P Mathews1, Dustin G Falls2, A Kathryn Dispennette2.   

Abstract

OBJECTIVE: A significant barrier to improving the health and well-being of older adults is that they often do not adhere to health-promoting programs. The present study examined whether Bingocize®, a game-centered mobile app that can combine bingo with healthy activities such as exercise and/or health topic education, could (1) engender high rates of adherence among sedentary community-dwelling older adults, and (2) potentially improve aspects of physical and cognitive performance.
MATERIALS AND METHODS: Participants used the app for ∼1 hour, twice per week, for 10 weeks. Each using a tablet, they played the game in small social groups and were randomly assigned to either an Experimental (Bingo + Health Education + Exercise) or Control (Bingo + Health Education) group. Pre- and Postintervention assessments of (1) functional performance, (2) fluid cognition, and (3) knowledge of two health topics (osteoarthritis and fall risks) were administered.
RESULTS: Adherence was high in both groups (>93% attendance), suggesting the app was popular and engaging. Two (Experimental/Control) × Two (Pre/Post) interactions were found for two domains of functional performance (Arm Curls, a measure of upper body strength; and Chair Stands, a measure of lower body strength) and one domain of cognition (updating, a component of executive functioning), such that the Experimental group improved more relative to the Control group. Both groups improved their knowledge of the health topics covered (all P < 0.05).
CONCLUSION: Our findings suggest that the fun and interactive nature of Bingocize® engenders high levels of adherence to a health-promoting program in a difficult to serve population, serving as a conduit to potentially improve multiple aspects of quality of life for older adults.

Entities:  

Keywords:  Cognitive health; Exergames; Functional performance; Geriatric fitness; Interventions

Mesh:

Year:  2018        PMID: 30089018     DOI: 10.1089/g4h.2017.0139

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


  4 in total

1.  Assessing the Impact of a Game-Centered Mobile App on Community-Dwelling Older Adults' Health Activation.

Authors:  K Jason Crandall; Matthew Shake; Uta Ziegler
Journal:  OBM Integr Compliment Med       Date:  2019-07-04

2.  Mobile health applications for older adults: a systematic review of interface and persuasive feature design.

Authors:  Na Liu; Jiamin Yin; Sharon Swee-Lin Tan; Kee Yuan Ngiam; Hock Hai Teo
Journal:  J Am Med Inform Assoc       Date:  2021-10-12       Impact factor: 7.942

3.  Health Gain, Cost Impacts, and Cost-Effectiveness of a Mass Media Campaign to Promote Smartphone Apps for Physical Activity: Modeling Study.

Authors:  Anja Mizdrak; Kendra Telfer; Artur Direito; Linda J Cobiac; Tony Blakely; Christine L Cleghorn; Nick Wilson
Journal:  JMIR Mhealth Uhealth       Date:  2020-06-11       Impact factor: 4.773

4.  A Counseling Mobile App to Reduce the Psychosocial Impact of Human Papillomavirus Testing: Formative Research Using a User-Centered Design Approach in a Low-Middle-Income Setting in Argentina.

Authors:  Victoria Sanchez Antelo; Lucila Szwarc; Melisa Paolino; Diana Saimovici; Silvia Massaccesi; Kasisomayajula Viswanath; Silvina Arrossi
Journal:  JMIR Form Res       Date:  2022-01-13
  4 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.