Literature DB >> 32589482

Health Benefits of Digital Videogames for the Aging Population: A Systematic Review.

Wenge Xu1, Hai-Ning Liang1, Nilufar Baghaei2,3, Bing Wu Berberich4, Yong Yue1.   

Abstract

Objective: This article presents the results of a systematic review of the latest, state-of-the-art research on videogames designed for older adults (i.e., those aged 65 or older) and the health benefits derived from playing these games. Findings from each study that met the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors and benefits among these older adults. Materials and
Methods: Five databases (PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, and Google Scholar) were searched for studies that evaluated interventions of videogames for older adults aged 65 and older. The initial search yielded 806 articles. After evaluating them against the inclusion criteria, 23 studies remained.
Results: Out of the 23 studies we reviewed, 20 reported the significant impact of videogame interventions on the elderly's physical health. In addition, 14 studies reported effects on the elderly's mental health. Exergame is the most popular type of game used in these videogame-based interventions. This review also includes the details of study design (e.g., type of intervention, length, frequency), population sample, and measurements used in the studies. Conclusions: This systematic review demonstrates that videogame-based interventions are helpful in promoting physical health (i.e., balance, mobility, strength, physical fitness, and walking performance/gait parameters) and mental health (i.e., balance confidence, executive functions, reaction time, and processing speed) among older adults. It can also be used by researchers in this field to inform their design decisions. We have listed guidelines that can be used to frame future research in the area and enhance its quality.

Entities:  

Keywords:  Aging population; Mental health; Physical health; Social health; Videogames

Year:  2020        PMID: 32589482     DOI: 10.1089/g4h.2019.0130

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


  5 in total

1.  Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study.

Authors:  Jana Marina Kleschnitzki; Inga Grossmann; Reinhard Beyer; Luzi Beyer
Journal:  JMIR Serious Games       Date:  2022-05-10       Impact factor: 3.364

2.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

3.  Beneficial Effects of Interactive Physical-Cognitive Game-Based Training on Fall Risk and Cognitive Performance of Older Adults.

Authors:  Kochaphan Phirom; Teerawat Kamnardsiri; Somporn Sungkarat
Journal:  Int J Environ Res Public Health       Date:  2020-08-21       Impact factor: 3.390

4.  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.  Development and evaluation of two brief digital health promotion game booths utilizing augmented reality and motion detection to promote well-being at a gerontechnology summit in Hong Kong.

Authors:  Shirley Man-Man Sit; Agnes Yuen-Kwan Lai; Tai-On Kwok; Hoi-Wa Wong; Yiu-Lun Wong; Edward Chow; Yu-Kwong Kwok; Man-Ping Wang; Sai-Yin Ho; Tai-Hing Lam
Journal:  Front Public Health       Date:  2022-09-23
  5 in total

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