| Literature DB >> 30533015 |
Fernando L Vázquez1, Patricia Otero2, J Antonio García-Casal1, Vanessa Blanco3, Ángela J Torres4, Manuel Arrojo5.
Abstract
BACKGROUND: Due to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of potential moderator variables.Entities:
Mesh:
Year: 2018 PMID: 30533015 PMCID: PMC6289420 DOI: 10.1371/journal.pone.0208192
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1PRISMA flow diagram.
Characteristics of the studies included in the meta-analysis.
| Author /Year | Technology | Name & Type of Video game | Sample | Intervention | Format | Type of outcome & assessment instrument | Findings |
|---|---|---|---|---|---|---|---|
| Ballesteros et al., 2014 [ | PC / 21-inch monitor / keyboard | SVG. Lumosity; adaptive non-action video game | Randomized: n = 40 / Age: 69.0 (± 7.8) / CD / Gender: 60.0% | Individual. In person. Professional present: yes. Pre-post, 3 month FU. | PH: Self-reported (SPF-IL comfort). | WGA: = . BGA: = . | |
| EG: 17 / Age: 68.8 (± 5.2) / CD / Gender: 58.8% W / Education: (12.2 ± 5.1) / Dropout: 3 | EG: (Adaptive) 10 non-action video games selected (speed match, memory matrix, rotation matrix, face memory, memory match, money comb, lost in migration, space junk, raindrops, chalkboard) | EG: 10–12 weeks, 20 sessions (60 min). | MHC: Executive control (WCST); memory (ROCFT, WMS-III); constructional praxia (ROCFT). | WGA: + in WMS-III for EG, + in ROCFT for CG. BGA: + in WMS-III favors EG. Effects on WMS-III maintained at FU. | |||
| CG: 13 / Age: 69.2 (± 5.9) / CD / Gender: 61.5% W / Education: (12.9 ± 3.3) / Dropout: 7 | CG (AO): talk groups discussing general topics related to aging and their interests, and having coffee and soft drinks. | CG: 10–12 weeks, 3 sessions (120 min). | MHE: Positive Affect (SPF-IL Stimulation) | WGA: = . BGA: = . | |||
| SH: SPF-IL affection, assertiveness & status. | WGA: + in Assertiveness for EG. BGA: = . | ||||||
| Buitenweg et al., 2017 [ | PC / keyboard / mouse | SVG. Online game | Randomized: n = 209 / Age: 67.8 (± 8.9) / Gender: 60.4% | Individual, at home. Professional present: no. Baseline, 6 weeks, 12 weeks (post), 4 weeks FU. | MHC: Executive functioning (TMT-B, RPM, Shipley, TOL, VF); Working memory (LNS, RAVLT); processing speed (DSC, TMT-A); Verbal memory (RAVLT delayed). | WGA: + in TMT-B for EG1 & CG; in RPM for EG1; in TOL & TMT-A for the 3 groups; BGA: = . | |
| EG1: 57 / Age: 67.8 (± 5.0) / CD / Gender: 64.3% / Education: (5.9 ± 0.9) / Dropout: 1 | EG1: Ten games in three domains: reasoning, working memory, and attention. Frequent switching. | EG1 (FS): 12 weeks, 60 sessions (30 min). | |||||
| EG2: 33 / Age: 67.9 (± 5.4) / CD / Gender: 63.6% / Education: (5.8 ± 0.7) / Dropout: 0 | EG2: Ten games in three domains: reasoning, working memory, and attention. Low switching. | EG2 (IS): 12 weeks, 60 sessions (30 min). | |||||
| CG (MT): 52 / Age: 67.6 (± 5.1) / CD / Gender: 54.0% / Education: (5.9 ± 0.9) / Dropout: 2 | CG (AVG): Four non-adaptive games with minimal demands on executive functions (reduced variability & flexibility). | ||||||
| Dustman et al., 1992 [ | Atari 800XL computers. "joy stick" and a "trigger button" | CVG. Breakout, Galaxian, Frogger, Kaboom, Ms. Pacman, Pengo, Qix and others | Randomized: n = 60 / Age: 66.5 (± 5.8) / CD / Gender: 61.7% | In person, trainer present: Yes. Pre-post. | MHC: Processing Speed (SDMT); Executive Functioning (TMT B & Stroop); Memory (BVRT). | WGA: = for the 3 groups. BGA: = . | |
| EG: 20 / Age: 66.4 (± 4.2) / CD / Gender: 70.0% / Education: (14.4 ± 2.3) / Dropout: ? | EG: Participants played the games they chose among 12 Atari videogames. | EG: 11, 33 sessions (60 min), simultaneous playing (3). | |||||
| CG1: 20 / Age: 66.6 (± 4.0) / CD / Gender: 65.0% / Education: (15.0 ± 2.0) / Dropout: ? | CG1 (AO): movie viewing sessions each week in groups of six | CG1: 11 weeks, 11 sessions (90 min). Group (6). | |||||
| CG2: 20 / Age: 66.1 (± 4.6) / CD / Gender: 50.0% / Education: (13.9 ± 2.1) / Dropout: ? | CG2 (NIU): usual care. | ||||||
| Eggenberger et al., 2016 [ | Impact Dance Platforms (Positive Gaming BV, Haarlem, the Netherlands) | ExG. Program DANCE | Randomized: n = 42 / Age: 75.3 (± 9.5) / CD / Gender: 63.6% | Group (4). In person. Professional present: yes. Pre-post. | PH: objective (SPPB). | WGA: = . BGA: + pre-frontral functioning favors EG. | |
| EG: 19 / Age: 72.8 (± 5.9) / CD / Gender: 63.2% / Education: (13.4 ± 1.8) / Dropout: 3 | EG: dancing as simultaneous cognitive—physical training. It combines an attention demanding cognitive task with a simultaneous motor coordination aspect. | EG: 8 weeks, 24 sessions (30 min). | MHC: MOCA, executive Function (TMT-B, Stroop), working memory (EC); speed of processing (TMT-A). | WGA: + in MOCA for EG & + in TMT-B for CG. BGA: = . | |||
| CG: 14 / Age: 77.8 (± 7.4) / CD / Gender: 64.3% / Education: (13.6 ± 2.1) / Dropout: 6 | CG (AO): balance training and stretching. | CG (AO): 8 weeks, 24 sessions (30 min). | MHE: Negative Affect (FES-I, GDS) | WGA: = . BGA: = . | |||
| Fu et al., 2015 [ | Balance Board | ExG. Nintendo’s Wii Fit balance board | Randomized: n = 65 / Age: 82.4 (± 5.7) / RC / Gender: 65.0% | Individual. In person. Professional present: yes. Pre-post. | PH: objective (Fall risk (PPA)). | WGA: + in PPA for EG and CG. BGA: + in PPA favors EG. | |
| EG: 30 / Age: 82.3 (± 4.3) / RC / Gender: 67.0% / Education: NR / Dropout: 2 | EG: 3 games on the balance board: Soccer Heading, Table Tilt and Balance Bubble. | EG: 6 weeks, 18 sessions (60 min). | |||||
| CG: 30 / Age: 82.4 (± 3.8) / RC / Gender: 63.0% / Education: NR / Dropout: 3 | CG (AO): conventional balance exercise regime developed specifically for fall prevention among elderly women. | CG: 6 weeks, 18 sessions (60 min). | |||||
| Goldstein et al., 1997 [ | Console connected to TV | CVG. Nintendo SuperNes Tetris | Randomized: n = 22 / Age: 77.6 (± 7.4) / CD/ Gender: 90.0% | Individual. At home. Professional present: no. Pre-post | MHC: Executive Function (Stroop), RT (Sternberg). | WGA: + in Stroop for EG & CG, + in Sternberg for EG. BGA: + in Sternberg in EG compared to CG. | |
| EG: 10 / Age: 76.5 (± 3.8) / CD / Gender: 90.0% / Education: N.R. / Dropout: 0 | EG: SuperTetris. | EG: 5 weeks, 5 hours. | MHE: Positive Affect (Wellbeing). | WGA:—for both groups. BGA: + in EG compared to CG. | |||
| CG: 12 / Age: 78.7 (± 6.4) / CD / Gender: 91.7% / Education: N.R. / Dropout: 0 | CG (NIU): Usual care. | ||||||
| Gronhölm et al., 2017 [ | PC / keyboard | SVG. Specifically designed games | Randomized: n = 33 / Age: 68.5 (± 10.6) / CD / Gender: 57.6% | In person. Professional present: yes. Simultaneous playing (4) or individual when needed. Pre-post, 1 year FU. | MHC: Executive functioning (TMT-B, Stroop, Simon, PhF, SF, CFIT); Working memory (nback, DSB); Speed of processing (TMT-A, DSC); memory (CERAD, LS); Visuospatial Skills (block design). | WGA: + for Stroop, CERAD and logical memory in EG; + for logical memory in CG. BGA: = . FU: non-standardized measures only. | |
| EG: 17 / Age: 68.8 (± 6.7) / CD / Gender: 58.8% / Education: (14.9 ± 3.6) / Dropout: 0 | EG1: Adaptive training with three computerized set shifting training (Categorization Task, Number-Letter and Dot-Figure). | EG: 5 weeks, 15 sessions (45–60 min). | |||||
| CG: 16 / Age: 68.3 (± 8.3) / CD / Gender: 56.3% / Education: (14.4 ± 4.3) / Dropout: 0 | CG (AVG): Three puzzle adaptive computer games (Tetris, Bejeweled, and Angry Birds). | CG: 5 weeks, 15 sessions (45–60 min). | |||||
| Kahlbaugh et al., 2011[ | Wii console | ExG. Wii | Randomized: n = 28 / Age: 82.0 (± 9.8) / CD / Gender: 88.6% | Dyad. In person. Professional present: yes. Pre-post. | PH: Self-reported (SF-36). | WGA: = . BGA: = . | |
| EG: 16 / Age: 85.0 (± 7.8) / CD / Gender: NR / Education: (NR) / Dropout: 0 | EG: Wii game of their choice (everyone chose Wii bowling) with a research assistant who visited them at home. | EG: 10 weeks, 10 sessions (60 min). | MHE: Positive affect (PANAS+, LSS), Negative affect (PANAS-, UCLA-LS). | WGA: = . BGA: + for UCLA-LS in EG. | |||
| CG: 11 / Age: 78.0 (± 12.5) / CD / Gender: NR / Education: (NR) / Dropout: 1 | CG (AO): watching TV with a research assistant who visited them at home. | CG: 10 weeks, 10 sessions (60 min). | |||||
| Karahan et al., 2015 [ | Xbox 360 Kinect game console and 46-inch LCD TV | ExG | Randomized: n = 100 / Age: 68.5 (± 10.6) / CD / Gender: 57.6% | Individual. Pre-post. | PH: objective (Balance (Berg); Motor functioning (TUG)); self-reported (SF-36). | WGA: + in Berg, TUG & SF-36 for EG. BGA: + in SF-36 favors EG. | |
| EG: 54 / Age: 71.3 (± 6.1) / CD / Gender: 43.8% / Education: NR / Dropout: 6 | EG: Participants were provided with Kinect videogames (Kinect Adventures, Kinect Sports, and Kinect Sports Season two programs), which included football, tennis, table tennis, skiing, golf, volleyball, and bowling game simulations. | EG: 6 weeks, 30 sessions (30 min). In person. Professional Present: Yes. | MHE: positive affect (SF-36 Mental Health), negative affect (SF-36 Emotional role restriction). | WGA: + in SF-36 Emotional role restriction for EG. BGA: = . | |||
| CG: 46 / Age: 71.5 (± 4.7) / CD / Gender: 42.8% / Education: NR / Dropout: 4 | CG (AO): Balance exercises, including stretching exercises for the hamstring, quadriceps, pelvic girdle, and pectoral group muscles, and strengthening exercises for large muscle groups (quadriceps, hamstring, biceps, and abdominal muscles). | CG: 6 weeks, 30 sessions (30 min). At home. Professional present: No. | SH: SF-36. | WGA: improvement in SF-36 for EG. BGA: = . | |||
| Kim et al., 2015 [ | Screen and synchronized stick | CVG. Smart Harmony (Music Game) | Randomized: n = 28 / Age: 72.3 (±5.1) / CD | Pre,post. | PH: Self-reported (SF-8). | WGA: + for SF-8 in EG & CG. BGA: = . | |
| EG: 14, CD / Gender: NR / Education: NR / Dropout: 0 | EG: Musical game. Input with a stick synchronized with 7 musical notes. | EG: Group (7), 8 weeks, 24 sessions (40 min), professional present: yes, in person. | MHC: DSF, DSB, PhF, SF, Stroop, TMT-B, TMT-A, ROCF. | WGA: + in TMT A&B, Stroop, ROCF delayed and PhF for EG. + in PhF for CG. BGA: Not valid | |||
| CG: 14, CD / Gender: NR / Education: NR / Dropout: 0 | CG (AO): Typical senior community center-based activities | CG: 8 weeks (only information provided) | MHE: negative affect (GDS) | ||||
| Li et al., 2016 [ | Nintendo’s Wii | ExG. Wii Sports | Randomized: n = 59 / Age: 71.1 (± 8.7) / CD / Gender: 59.2% | Group (4–6), in person, professional present. Pre-post. | MHE: Positive Affect (PANAS-PA, GSE), Negative affect (PHQ-9). | WGA: + for PHQ-9, PANAS-PA, GSE in EG & CG. BGA: + for PANAS-PA favoring the EG. | |
| EG: 25 / Age: 71.20 (± 8.9) / CD / Gender: 56.0% / Education: NR / Dropout: NR | EG: Two exergames from Wii sports: Wii Bowling and Wii Golf, were used in the high playfulness (HP) condition. All the game difficulties were set to a suitable level that meets older adults’ capacity. | EG: 6 weeks, 6 sessions (60 minutes). | |||||
| CG: 24 / Age: 71.04 (± 8.7) / CD / Gender: 62.5% / Education: NR / Dropout: NR | CG: Two training programs, yoga and strength training, in Wii Fit console, 48 were used in low playfulness (LP) condition. Participants used the Wii Balance Board as a peripheral. | CG (AVG): 6 weeks, 6 sessions (60 minutes). | |||||
| Maillot et al., 2012 [ | Nintendo’s Wii. Liquid Crystal projector, portable screen (76 cm x102 cm) | ExG. Wii Sports, Wii Fit, and Mario & Sonic on Olympic Games | Randomized: n = 32 / Age: 73.5 (± 5.1) / CD / Gender: 84.4% | Dyad, in person, professional present. Pre-post. | PH: Objective (Motor and Cardiovascular functioning, exertion (Borg)). | WGA: + in motor function and cardiovascular function for the EG. + in Borg for the CG. BGA: + in motor and cardiovascular function favoring the EG. | |
| EG: 15 / Age: 73.5 (± 4.1) / CD / Gender: NR / Education: (11.2 ± 1.8) / Dropout: 1 | EG: Warm-up before and cool-down after session. Session divided in 3: balance, energy, cognitive and global games. | EG: 12 weeks, 24 sessions (60 minutes). | MHC: Executive functioning (TMT-B, Stroop, LST, Matrix); Working memory (SS, direction headings); Speed of processing (TMT-A, DSC, Cancellation, number comparison); Visuospatial Skills (mental rotation). | WGA: + in Stroop, LST, Matrix and cancellation test for EG. BGA: + in Stroop, LST, Matrix and cancellation test in favor of the EG. | |||
| CG: 15 / Age: 73.5 (± 3.0) / CD / Gender: NR / Education: (11.4 ± 2.2) / Dropout: 1 | CG: Usual care. | ||||||
| Nouchi et al., 2012 [ | Portable console, Nintendo Dsi. | SVG. Brain Age (Nintendo) | Randomized: n = 28 / Age: 69.1 (± 3.5) / CD / Gender: 53.6% / Education: (13.4 ± 3.2) | Individual. At home. Professional not present. Pre-post. | MHC: MMSE, Executive functioning (FAB, TMT-B); Working memory (DSF, DSB); Speed of processing (D-CAT, DSC, SS). | WGA: + in FAB, TMT-B, DSC and SS for EG. BGA: + in FAB, TMT-B, DSC and SS favoring the EG. | |
| EG: 13 / Age: 68.9 (± 2.1) / CD / Gender: 57.1% / Education: (13.4 ± 2.4) / Dropout: 2 | EG: Brain Age published by Nintendo has nine games. Players used 8 training games with the exception of Voice Calculation. | EG: 4 weeks, 20 sessions (15 min). | |||||
| CG: 14 / Age: 69.3 (± 2.8) / CD / Gender: 50.0% / Education: (13.4 ± 2.1) / Dropout: 2 | . CG (AVG): Tetris by Nintendo | CG: 4 weeks, 20 sessions (15 min). | |||||
| Nouchi et al., 2016 [ | Table PC | SVG. Specifically designed games | Randomized: n = 72 / Age: 68.9 (± 3.7) / CD / Gender: 61.1% | Individual. At home. Professional not present. Pre-post. | MHC: MMSE, Executive functioning (PhF, SF, Stroop, RPM); Working memory (DSF, DSB); Speed of processing (DSC, SS), immediate verbal memory (LM). | WGA: + in MMSE, DSB, SF, DSC, SS and LM for EG. + in MMSE, SF and LM for CG. BGA: + in Stroop favoring the EG. | |
| EG: 34 / Age: 69.1 (± 3.7) / CD / Gender: NR / Education: (12.4 ± 3.5) / Dropout: 0 | EG: 12 processing speed adaptive training games that required participants to detect, identify, discriminate and localize as quickly as possible. | EG: 4 weeks, 20 sessions (15 minutes). | MHE: Positive affect (POMS+, WHO-SUBI+), Negative affect (POMS, WHO-SUBI). | WGA: + in Depression (POMS) for the EG. WGA: = | |||
| CG: 34 / Age: 68.9 (± 3.7) / CD / Gender: NR / Education: (11.8 ± 3.4) / Dropout: 2 | CG (AVG): Knowledge quiz training game (tablet PC) which asks the participants to respond with knowledge without time pressure. | CG: 4 weeks, 20 sessions (15 minutes). | |||||
| Ribeiro et al., 2018 [ | Xbox, Kinect sensor, console, 50” TV | ExG. Xbox Kinect Adventures games | Randomized: n = 50 / Age: 69.3 (± 5.3) / CD / Gender: 73.9% | In person. Professional present, Pre-post & 4 weeks FU. | PH: objective (Motor function (Mini-BEST, FGA, 6MWT)). | WGA: + in Mini-Best, FGA and 6MST for both groups maintained at FU. BGA: = . | |
| EG: 23 / Age: 71.0 (± NR) / CD / Gender: 65.2% / Education: NR / Dropout: 2 | EG: participants played four games (Space Pop, 20.000 Leaks, Reflex Ridge and River Rush) and were allowed five attempts at each game, without interference from the physical therapist. | EG: 7 weeks, 14 sessions (60 minutes). Individual. | MHC: MOCA. | WGA: + in MOCA for both groups maintained at FU. BGA: = . | |||
| CG: 23 / Age: 66.5 (± NR) / CD / Gender: 82.6% / Education: NR / Dropout: 2 | CG (AO): conventional physical therapy exercises in a group-training program of six participants supervised by a physical therapist. | CG: 7 weeks, 14 sessions (60 minutes). Group (6). | |||||
| Sato et al., 2018 [ | Kinect and Kinect SDK version 1.5 and Unity version 3.4.2 | ExG. Kinect games | Randomized: n = 57 / Age: 69.3 (± 5.4) / CD / Gender: 79.6% | ?. In person. Professional present. Pre-post. | PH: Objective (Motor function (Berg, Functional Reach Test, Chair Stand Test)). | WGA: + in three test for EG. BGA: + in Functional Reach Test favoring the EG. | |
| EG: 28 / Age: 70.1 (± 5.4) / CD / Gender: 78,57% / Education: NR / Dropout: 1 | EG: played four games (apple, tightrope standing, balloon propping, one-leg standing), with intervals, for 40 minutes to 1 hour. | EG: 10 weeks, 24 sessions (40–60 minutes). | |||||
| CG: 26 / Age: 68.5 (± 5.5) / CD / Gender: 80.8% / Education: NR / Dropout: 2 | CG: (NIU) usual care. | ||||||
| Schattin et al., 2016 [ | Impact Dance Platform & Frontal screen | ExG. video games developed by dividat | Randomized: n = 29 / Age: 79.2 (±7.3) / CD | Group (?). In person. Professional present. Pre-post. | PH: objective (Gait (Physilog)). | WGA: = . BGA: = . | |
| EG: 13 / Age: 80 (± NR) / CD / Gender: NR / Education: NR/ Dropout: 2 | EG: 4 interactive video game-based physical exercise. On a pressure sensitive plate the participants performed specific whole body movements driven by a video game presented on a frontal screen. | EG: 8 weeks, 24 sessions (30 minutes). | MHC: Executive functions (Working Memory, Divided Attention, Go/No-go, Set shifting). | WGA: +in Go/No-go for EG. BGA: + in Go/No-go favors EG. | |||
| CG: 14 / Age: 64.5 (± NR) / CD / Gender: NR / Education: NR / Dropout: 0 | CG: Balance training. Participants performed repetitive static and dynamic exercises on stable and unstable surfaces to challenge their balance. | CG: 8 weeks, 24 sessions (30 minutes). | |||||
| Schoene et al., 2015 [ | Electronic step pad, computer, television screen | ExG. Interactive training system | Randomized: n = 90 / Age: 81.5 (± 7.0) / CD / Gender: 66.7% | Individual. At home. Professional not present. Pre-post. | PH: objective (Fall risk (CSRT-RT)). | WGA: + in CSRT-RT for EG. BGA: + in CSRT-RT favoring EG. | |
| EG: 39 / Age: 82.0 (± 7.0) / CD / Gender: 66.0% / Education: NR / Dropout: 8 | EG: four games (Stepper, StepMania, Trail-Stepping and Tetris) played stepping onto an electronic step pad targeting cognitive functions associated with fall-risk in older people. | EG: 16 weeks, 48 sessions (20 minutes). | MHC: Executive functions (TMT-B, TUG); Attention (ANT); Speed of processing (TMT-A), visuospatial skills (MR). | WGA: + in MR for EG, + in ANT for CG. BGA: + in TUG and MR favoring EG. | |||
| CG: 42 / Age: 81.0 (± 7.0) / CD / Gender: 67.0% / Education: NR / Dropout: 1 | CG (AO): brochure about evidence-based information on various health-related topics. | MHE: negative affect (PHQ-9, Icon-FES). | WGA:—in PHQ-9 for CG. BGA:—in PHQ-9 and Icon-FES favors EG. | ||||
| Souders et al., 2017 [ | 10 inch Acer Iconia A700 Tablet | SVG. Mind Frontiers application | Randomized: n = 60 / Age: 72.4 (± 5.2) / CD / Gender: 56.7% | Individual. At home. Professional not present. Pre-post. | MHC: Executive Functions (Corsi, Letter Sets, Task Switching, Form Boards, Paper folding, RPM, TMT-B); Speed of processing (Pattern comparisons). | WGA: + in Corsi for EG. BGA: = . | |
| EG: 30 / Age: 72.3 (± 4.9) / CD / Gender: 56.7% / Education: NR / Dropout: 8 | EG: 7 gamified tasks designed to exercise inductive reasoning, planning, spatial reasoning ability, speed of processing, task switching | EG: 4 weeks, 28 sessions (45 minutes). | |||||
| CG: 30 / Age: 72.4 (± 5.6) / CD / Gender: 56.7% / Education: NR / Dropout: 6 | CG (AVG): playing three common puzzle games each day (crossword, Sudoku, and word search) in the same type of tablet as the EG. | CG: 4 weeks, 28 sessions (45 minutes). | |||||
| Toulotte et al., 2017 [ | Nintendo’s Wii | ExG. Nintendo video games | Randomized: n = 36 / Age: 75.1 (± 10.3) / CD /Gender: 59.3% | Individual. In person. Professional present. Pre-post. | PH: objective (Balance (Tinetti)). | WGA: + in Tinetti for EG & CG1.—in Tinetti for CG2. BGA: + in Tinetti favors CG1 compared with EG. + in Tinetti favors EG compared with CG2. | |
| EG: 9 / Age: 72.2 (± 8.6) / CD / Gender: 55.6% / Education: NR / Dropout: 0 | EG: Nintendo video games such as heading soccer, ski jumping, yoga, downhill skiing, game balls and tightrope walker. | EG: 20 weeks, 20 sessions (60 minutes). | |||||
| CG1: 9 / Age: 84.2 (± 8.1) / CD / Gender: 66.7% / Education: NR / Dropout: 0 | CG1 (AO): exercises to develop muscular strength, proprioception, flexibility, static balance with eyes open and eyes closed and dynamic balance. | CG1: 20 weeks, 20 sessions (60 minutes). | |||||
| CG2: 9 / Age: 71.8 (± 8.0) / CD / Gender: 55.6% / Education: NR / Dropout: 0 | CG2 (AO): watched television and played board games. | CG2: N.R. | |||||
| Whyatt et al., 2015 [ | Wii balance board, surround foam platform, Zimmer frame, screen | ExG. Custom-made software & interface | Randomized: n = 84 / Age: 76.9 (± 9.8) / CD / Gender: 70.2% | Individual. In person. Professional present. Pre-post. | PH: Objective (Balance (Berg, ABC, Wii)). | WGA: + in Berg, ABC and Wii for EG. BGA: + in Wii favors EG. | |
| EG: 40 / Age: 77.2 (± 6.6) / CD / Gender: 87.5% / Education: NR / Dropout: 2 | EG: structured balance training with four custom-designed tailored balance games (Apple Catch, Bubble Pop, Avoid the Shark and Smart Shrimp). | EG: 5 weeks, 10 sessions (30 minutes). | |||||
| CG: 42 / Age: 76.6 (± 7.3) / CD / Gender: 52.4% / Education: NR / Dropout: 0 | CG (AO): Kept a diary of physical activity. | CG: daily. |
Note: all significant changes reported for p < 0.05 (+: improvement, -: deterioration, =: no statistically significant change); 6MWT: Six minutes´ walk test; ABC: Activities-specific Balance Confidence Scale; ANT: attentional network test; AVG: Active control group using videogames; AO: Active control group; BGA: Between group analysis; BVRT: Benton Visual Retention Test; CD: Community dwelling; CERAD: Consortium to Establish a Registry for Alzheimer’s Disease; CFIT: Culture Fair Intelligence Test; CG: Control group; CSRT-RT: choice stepping reaction time test; CVG: Casual Video Game; D-CAT: Digit Cancellation Task; DSB: Digit Span Backward; DSC: Wechsler Digit Symbol Coding; DSF: Digit Span Forward; EC: Executive control; EG: Experimental Group; ExG: Exergame; FAB: Frontal Assessment Battery at bedside; FES-I: Falls Efficacy Scale International; FGA: Functional Gait Assessment; GDS: Geriatric Depression Scale; GSE: General Self-Efficacy Scale; LM: Logic stories; LNS: Wechsler Letter Number Sequencing; LSS: Life Satisfaction Scale; LST: Letter set test; MHC: Mental Health Cognition; MHE: Mental Health Emotional; Mini-BEST: Mini-Balance Evaluation Systems Test; MOCA: Montreal Cognitive Assessment; MMSE: Mini-mental state exam; MR: Mental rotation; NIU: non-intervention control group, usual care; NR: not reported; PANAS: Positive and Negative affect scale; PH: Physical Health; PhF: Phonological Fluency; PHQ: Patient Health Questionnaire; POMS: Profile of Mood states Test; PPA: Physiological Profile Assessment; RAVLT: Rey Auditory Verbal Learning Test; RC: Residential care; ROCFT: Rey-Osterrieth Complex Figure Test; RPM: Raven’s Progressive Matrices; RT: Reaction Time; SDMT: Symbol Digit Modalities Test; SF: Semantic Fluency; SF-8: Medical Outcomes Study 8-item Short-Form Survey; SF-36: The Short Form (36) Health Survey; SH: Social Health; SPF-IL: Social Production Function Dimensions of Wellbeing scale; SPPB: The Short Physical Performance Battery; SS: Wechsler Symbol Search Test; SSp: Spatial Span forward and backward; SVG: Serious video game; TMT: Trail Making Test; ToL: Tower of London; TUG: Time up and go Test; UCLA-LS: University of California Loneliness Scale; VF: Verbal Fluency; VG: Video Game; WCST: Wisconsin Card Sorting Test; WGA: Within group analysis; WHO-SUBI: World Health Organization Subjective Well-being Inventory; WMS: Wechsler Memory Scale.
Methodological quality of included studies (Risk of bias / Downs & Black’s criteria).
| Author (year) | Risk of Bias | Downs & Black’s criteria | Total | % | ||||
|---|---|---|---|---|---|---|---|---|
| Reporting (11) | External Validity (3) | Internal Validity-Bias (7) | Confounding (6) | Power (5) | ||||
| Ballesteros et al., 2014 | 1-2-2-2-3-1-1 | 10 | 0 | 5 | 5 | 1 | 21 | 66 |
| Buitenweg et al., 2017 | 1-1-1-1-1-1-1 | 11 | 1 | 7 | 6 | 2 | 27 | 84 |
| Dustman et al., 1992 | 4-4-4-4-1-1-1 | 9 | 0 | 5 | 5 | 1 | 20 | 63 |
| Eggenberger et al., 2016 | 1-2-2-3-1-1-1 | 9 | 0 | 6 | 4 | 1 | 20 | 63 |
| Fu et al., 2015 | 1-2-3-1-1-1-2 | 9 | 1 | 6 | 5 | 2 | 23 | 72 |
| Goldstein et al., 1997 | 2-2-3-3-1-1-2 | 8 | 1 | 5 | 5 | 0 | 19 | 59 |
| Gronhölm et al., 2017 | 4-3-2-3-1-1-2 | 9 | 0 | 5 | 5 | 1 | 20 | 63 |
| Kahlbaugh et al., 2011 | 2-2-2-2-1-1-2 | 6 | 1 | 4 | 4 | 1 | 16 | 50 |
| Karahan et al., 2015 | 1-2-2-2-1-1-2 | 8 | 0 | 5 | 5 | 2 | 20 | 63 |
| Kim et al., 2015 | 2-2-2-2-1-1-2 | 5 | 0 | 4 | 3 | 1 | 13 | 41 |
| Li et al., 2016 | 1-2-2-2-1-1-1 | 11 | 0 | 4 | 4 | 1 | 20 | 63 |
| Maillot et al., 2012 | 2-2-2-2-1-1-2 | 10 | 0 | 5 | 4 | 1 | 20 | 63 |
| Nouchi et al., 2012 | 1-2-1-2-3-1-1 | 10 | 2 | 6 | 6 | 1 | 25 | 78 |
| Nouchi et al., 2016 | 1-2-1-2-1-1-1 | 10 | 1 | 6 | 5 | 2 | 24 | 75 |
| Ribeiro et al., 2018 | 1-2-1-1-1-1-1 | 10 | 0 | 7 | 6 | 1 | 24 | 75 |
| Sato et al., 2015 | 1-2-2-2-1-1-1 | 8 | 0 | 4 | 6 | 2 | 20 | 63 |
| Schattin et al., 2016 | 1-2-4-4-1-1-1 | 8 | 0 | 6 | 5 | 1 | 20 | 63 |
| Schoene et al., 2015 | 1-2-3-1-1-1-1 | 10 | 1 | 6 | 6 | 2 | 25 | 78 |
| Souders et al., 2017 | 2-2-2-2-1-1-1 | 8 | 1 | 5 | 4 | 2 | 20 | 63 |
| Toulotte et al., 2012 | 2-2-2-2-1-1-2 | 8 | 0 | 5 | 4 | 0 | 17 | 53 |
| Whyatt et al., 2015 | 2-2-2-2-1-1-2 | 7 | 0 | 5 | 4 | 2 | 18 | 56 |
| Max score | 231 | 63 | 147 | 126 | 105 | 672 | ||
| Total score | 184 | 9 | 111 | 101 | 27 | 432 | ||
| % | 80 | 14 | 76 | 80 | 26 | 64 | ||
Note: Risk of bias values reflect categories proposed by Cochrane, in order: random sequence generation; allocation concealment; blinding of participants and personnel; blinding of outcome assessment; incomplete outcome data; selective reporting; and other sources of bias.1 = low; 2 = Unclear; 3 = high, 4 = Not Reported. Max. Score: maximum possible score all the studies together.
Fig 2Risk of bias graph: Risk of bias presented as percentages across all included studies.
Fig 3Forest plot of comparisons: Experimental vs. control group change in physical health.
Fig 4Forest plot of comparisons: Experimental vs. control group change in cognitive and emotional mental health.
Fig 5Forest plot of comparisons: Experimental vs. control group change in social health.