| Literature DB >> 30820242 |
Abstract
Board games are played by moving game pieces in particular ways on special boards marked with patterns. To clarify the possible roles of board game use in psychosomatic medicine, the present review evaluated studies that investigated the effects of this activity on health education and treatment. A literature search conducted between January 2012 and August 2018 identified 83 relevant articles; 56 (67%) targeted education or training for health-related problems, six (7%) examined basic brain mechanisms, five (6%) evaluated preventative measures for dementia or contributions to healthy aging, and three (4%) assessed social communication or public health policies. The results of several randomized controlled trials indicated that the playing of traditional board games (e.g., chess, Go, and Shogi) helps to improve cognitive impairment and depression, and that the playing of newly developed board games is beneficial for behavioral modifications, such as the promotion of healthy eating, smoking cessation, and safe sex. Although the number of studies that have evaluated board game use in terms of mental health remains limited, many studies have provided interesting findings regarding brain function, cognitive effects, and the modification of health-related lifestyle factors.Entities:
Keywords: Board game; Chess; Dementia; Go; Lifestyle modification; Shogi
Year: 2019 PMID: 30820242 PMCID: PMC6380050 DOI: 10.1186/s13030-019-0146-3
Source DB: PubMed Journal: Biopsychosoc Med ISSN: 1751-0759
Examples of recent studies using traditional board games
| Authors (years) | Countries | Study design | Subjects or materials | Outcomes or variables | Impact |
|---|---|---|---|---|---|
| Chess: | |||||
| Fuentes JP et al. (2018) [ | Spain | Experimental, single case | Expert chess player, male, 33 years old | EEG changes, decreased heart rate variability | Increased cortical arousal by critical flicker fusion threshold, decreased heart rate variability during chess play |
| Barzegar K & Barzegar S (2017) [ | Iran | Clinical case | Middle-aged man with panic attack after post-traumatic stress | Clinical course, including subjective physical symptoms | No symptom of nausea, vomiting, or panic attack after cell-phone chess play |
| Schaigorodsky AL et al. (2016) [ | Argentina | Database | 1.4 million chess games played by humans | Long-range correlations, inter-event time distributions | Cattuto’s model well described long-range memory used in opening chess lines |
| Chassy P & Gobet F (2015) [ | UK | Database | 667,599 chess games played by experts from 11 civilizations | Conflict avoidance, risk-taking behaviors during open aggression | Buddhist experts used riskiest strategy nearly 35% more vs. Jewish experts |
| Sheridan H & Reingold EM (2014) [ | Canada | Experimental | 41 chess players (17 experts, 24 novices) | Eye movements in 8 chess problems | Only experts distinguished relevant and irrelevant information during early trial |
| Moxley JH & Charness N (2013) [ | USA | Meta-analysis | 4 studies of age and skill effects in chess | Age, chess skill, move selection, chess recall | Best-move, recall tasks associated negatively with aging, positively with skill |
| Leone MJ et al. (2012) [ | Argentina | Experimental | 25 chess games played by 9 subjects | Heart rate variation | Heart rate signals relevant cognitive episodes, e.g., objective choice correctness events |
| Go: | |||||
| Barradas-Bautista D et al. (2018) [ | Mexico | Computer simulation | Ising Hamiltonian model of black, white Go stones fighting | Two-player scenarios, cancer vs. immune system | Go, Ising model provided elements for characterization of cancer invasion, reduction, metastasis |
| Bae J et al. (2017) [ | Republic of Korea | Questionnaire survey | 63 subjects predicting outcome of AlpaGo vs. Sedol Lee match | Network density, game predictions | Game predictions more accurate in low-density vs. high-density group |
| Silver D et al. (2016) [ | UK | AI Go program | Search algorithm of Monte Carlo simulation and networks | Go win rate | AlphaGo had 99.8% win rate against other Go programs, defeated human Go champion |
| Lin Q et al. (2015) [ | China | RCT | 147 patients with Alzheimer’s disease | Cognitive impairment, depression, anxiety, serum BDNF level | Go ameliorated Alzheimer’s disease symptoms, with BDNF up-regulation |
| Kim SH et al. (2014) [ | Republic of Korea | Case-control study | 17 children with ADHD, 17 age-, sex-matched controls | Cognitive function, brain EEG changes during Go play–based education | Right theta/beta change in prefrontal cortex during study period greater in ADHD group |
| Jung WH et al. (2013) [ | Republic of Korea | Experimental | 17 Go experts | Structural, functional MRI during working memory tasks | Experts had increased gray-matter volume, functional connectivity around amygdala |
| Lee MK et al. (2012) [ | Republic of Korea | Clinical case | 11 patients with reflex epilepsy, including 6 male Go players | MRI, EEG with clinical course | Individualized strategies like game avoidance most effectively prevented seizures |
| Shogi: | |||||
| Tanaka K (2018) [ | Japan | Review | Summary of data from [ | fMRI changes in game situations | Cingulate cortex essential for intuitive, strategic decision making for any given Shogi board position |
| Nakao M et al. (2017) [ | Japan | Protocol, RCT | 65 men aged ≥65 years | Cognitive-behavioral attitudes, depression, anxiety, well-being | Depression, anxiety levels lower during 6-week Shogi stress management program |
| Wan X et al. (2016) [ | China | Experimental | 17 professional, 17 amateur Shogi players, 19 novices | fMRI signals during problem-solving tasks | In professional group, rostral frontal cortex activated only in post-decision period |
| Wan X et al. (2015) [ | China | Experimental | 17 amateur Shogi players | fMRI signals during quick offense-vs.-defense strategy decisions | Rostral anterior, posterior cingulate cortices encoded defense, attack strategy values |
| Nakanishi H & Yamaguchi Y (2014) [ | Japan | Experimental | 12 professional, 12 amateur Shogi players, 12 novices | EEG responses in quick understanding of Shogi game patterns | Frontal area responded only to meaningful game positions, in contrast to temporal area |
| Aoyagi M & Ogawa T (2013) [ | Japan | Clinical case | Man with Alzheimer’s disease aged 75–79 years | Frequent chewing for aspiration pneumonia prevention | Shogi play encouragement useful for education about frequent, smooth chewing during eating |
| Wan X et al. (2012) [ | Japan | Experimental | 20 men aged 20–22 years with little Shogi knowledge | fMRI changes during Shogi training period | Activation in caudate nucleus head developed over training course |
| Others: | |||||
| Duan X et al. (2014) [ | China | Experimental | 20 expert Chinese-chess players, 20 novices | Functional connectivity networks assessed by fMRI | Increased connectivity between basal ganglia, thalamus, hippocampus and parietal, temporal areas in experts |
| Panphunpho S et al. (2013) [ | Thailand | RCT | 20 elderly Ska players, 20 elderly controls | Cognitive function (memory, attention, executive function) | 16-week Ska group joiners had significantly better cognitive function scores |
| van den Dries S & Wiering MA (2012) [ | The Netherlands | Computer algorithms of learning to play Othello | Combination of three structured neural network techniques | Evaluation functions (simple linear networks, multilayered perceptions) | Method outperforms linear networks, fully connected neural networks or evaluation functions evolved with algorithms |
Examples of recent RCTs using board games
| Authors (years) | Countries | Subjects | Board games | Control setting | Outcomes or variables | Impact |
|---|---|---|---|---|---|---|
| Nederkoorn C et al. (2018) [ | The Netherlands | 66 children aged 3–10 years | Age-appropriate memory-related board game | Play with large bowl filled with colorless, odorless jelly (Jelly group) | Acceptance of a food with a specific texture | Jelly group ate significantly more jelly dessert |
| Fancourt D et al. (2016) [ | UK | 352 subjects aged > 16 years without surgical training | Board game requiring removal of 3 organs from Cavity Sam (experimental tool) | Operating theater sound, classical music, or rock as background music | Surgical speed, accuracy, and perceived distraction | Rock music impaired men’s performance of complex surgical procedures in board game |
| Karbownik MS et al. (2016) [ | Poland | 124 medical students | AntimicroGAME to learn bacteriology, antimicrobial drug actions | Lecture-based seminar | Short-term knowledge retention about pharmacology of antimicrobial drugs | Long-term knowledge retention greater in board game participants vs. controls |
| Sharps M & Robinson E (2016) [ | UK | 143 children aged 6–11 years | Board game with descriptive social norm–based or health message | Board game with animal images | Children’s fruit and vegetable intake | Health and social norm–based messages increased fruit and vegetable intake vs. controls |
| Viggiano A et al. (2015) [ | Italy | 3110 subjects aged 9–19 years | Kaledo board game to promote nutrition education, improve dietary behavior | No board game during study period | Adolescent food habits and body mass index | Treatment group showed improved nutrition knowledge, healthy diet, food habits, physical activity |
| Fernandes SC et al. (2014) [ | Sweden | 125 children aged 8–12 years | Educational board game, video, or booklet with surgery and hospitalization information | Entertaining tools with same formats (comparison group), no tool (control group) | Children’s preoperative worries and parental anxiety | Educational group less worried about surgery, hospital procedures vs. other two groups |
| Laski EV & Siegler RS (2014) [ | USA | 42 kindergartners, mean age 5.8 years | Numerical board game, counting on from current number on board | Same game, standard count-from-1 procedure | Children’s knowledge of numbers in the 0–100 range | Number line estimates, numeral identification, count-on skill improved more in count-on group |
| Charlier N & De Fraine B (2013) [ | Belgium | 120 students | Board game to obtain first-aid knowledge | Traditional lecture | Students’ Knowledge of first aids | Game condition was preferred, but lecture more effectively increased knowledge |
| Swiderska N et al. (2013) [ | UK | 67 medical students | Educational board game in neonatology | Normally provided teaching | Students’ test scores in neonatology | Neonatology test scores higher in game vs. control group ( |
| Khazaal Y et al. (2013) [ | Switzerland | 240 current smokers aged 18–65 years | Pick-Klop game, cards with smoking-related questions, response options | Psychoeducation to stop smoking, wait-list control | Smoking-related attitudes and behaviors | Game group less likely to remain smokers vs. wait-list group |
| Cho KH et al. (2012) [ | Republic of Korea | 24 stroke patients | Virtual reality training with balance-board game system | Standard rehabilitation program only | Statics balance of chronic stroke patients | Significant improvement in dynamic balance in chronic stroke patients with virtual-reality balance training |
| Wanyama JN et al. (2012) [ | Uganda | 180 HIV-positive participants | Educational board game to impart health knowledge | Standardized health talk | Uptake of knowledge to HIV and sexually transmitted infections | Educational game improved uptake of HIV, sexually transmitted infection knowledge |