| Literature DB >> 36066964 |
Yesol Kim1, Soomin Hong1, Mona Choi2,3.
Abstract
BACKGROUND: Depression is a severe psychological concern that negatively affects health in older adults. Serious games applied in various fields are considered appropriate interventions, especially in mental health care. However, there is a lack of evidence regarding the effects of serious games on depression in older adults.Entities:
Keywords: depression; effectiveness; exergaming; meta-analysis; mobile phone; older adults; serious game; systematic review; video games; virtual reality
Mesh:
Year: 2022 PMID: 36066964 PMCID: PMC9490522 DOI: 10.2196/37753
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 7.076
Figure 1PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 flow diagram for study screening and selection.
Characteristics of the included studies (N=17).
| Authors, year | Country, setting | Characteristics of participants | Age (years), mean (SD) | Sample size, n | Measure | Effect sizea (95% CI) |
| Rendon et al [ | United States, community | Community-dwelling older adults | Eb: 85.7 (4.3); Cc: 83.3 (6.2) | E: 20; C: 20 | GDSd-30 | −0.72 (−1.41 to −0.03) |
| Schoene et al [ | Australia, community | Community-dwelling older adults | 81.5 (7.0) | E: 47; C: 43 | PHQ-9e | −0.29 (−0.72 to 0.14) |
| Choi et al [ | Korea, hospital | Hospitalized patients with ischemic stroke | E: 61.0 (15.2); C: 72.1 (9.9) | E: 12; C: 12 | BDIf | −0.11 (−0.91 to 0.69) |
| Levy et al [ | France, community | Community-dwelling older adults with the fear of falling | E: 72.4 (12.3); C: 68.7 (19.1) | E: 9; C: 7 | BDI | −0.75 (−1.77 to 0.27) |
| Nouchi et al [ | Japan, home | Community-dwelling older adults | 68.9 (3.7) | E: 36; C: 36 | POMSg2 | NCh |
| Anguera et al [ | United States, home | Major depression | 68.0 (6.3) | E: 12; C: 10 | HAM-Di | −0.13 (−0.97 to 0.71) |
| Ferraz et al [ | Brazil, hospital | Parkinson disease | 69.0 (5.0) | E: 22; C-aj: 25; C-bk: 25 | GDS-15 | a: −0.10 (−0.71 to 0.51); b: −0.11 (−0.74 to 0.52) |
| Belchior et al [ | United States, home | Community-dwelling older adults | 73.2 (5.5) | E: 26; C-a: 20; C-b: 25 | GDS-30 | NC |
| Smith et al [ | United States, community | Lived in supported senior living settings | 80.6 (9.1) | E: 173; C: 178 | PHQ-9 | −0.10 (−0.34 to 0.14) |
| Stanmore et al [ | United Kingdom, community | Lived in assisted living facilities | E: 77.9 (8.9); C: 77.8 (10.2) | E: 56; C: 50 | GDS-5 | −0.17 (−0.58 to 0.24) |
| Tollár et al [ | Hungary, hospital | Parkinson disease | E: 70.0 (4.7); C-a: 70.6 (4.1); C-b: 67.5 (4.3) | E: 25; C-a: 25; C-b: 24 | BDI | a: −0.17 (−0.72 to 0.38); b: −1.22 (−1.83 to −0.61) |
| Tollár et al [ | Hungary, hospital | Mobility-limited older adults | 69.6 (3.5) | E: 28; C-a: 27; C-b: 28 | BDI | a: −0.28 (−0.81 to 0.25); b: −1.46 (−2.05 to −0.87) |
| de Morais et al [ | Brazil, community | Older adults | 66.4 (0.8) | E: 29; C: 29 | POMS | −0.29 (−0.80 to 0.22) |
| Rica et al [ | Brazil, community | Institutionalized older women aged >60 years | Not reported | E: 16; C: 34 | BDI | −2.08 (−2.81 to −1.35) |
| Jahouh et al [ | Spain, community | Institutionalized in nursing home or attending day center | E: 85.1 (8.6); C: 83.3 (8.8) | E: 40; C: 40 | GDS-15 | −0.65 (−1.10 to −0.20) |
| Kang et al [ | Korea, hospital | Predementia state | 74.5 (5.8) | E: 25; C: 20 | GDS-30 | −0.19 (−0.82 to 0.44) |
| Swinnen et al [ | Belgium, community | Older adults with neurocognitive disorder residing in long-term care facilities | E: 84.7 (5.6); C: 85.3 (6.5) | E: 28; C: 27 | CSDDl | −1.38 (−2.03 to −0.73) |
aEffect size was calculated as the standardized mean difference with a 95% CI.
bE: experimental group.
cC: control group.
dGDS: Geriatric Depression Scale.
ePHQ-9: Patient Health Questionnaire-9.
fBDI: Beck Depression Inventory.
gPOMS: Profile of Mood State.
hNC: not calculated because required data were not provided.
iHAM-D: Hamilton Depression Rating Scale.
jC-a: a control group of the 3-arm study.
kC-b: the other control group of the 3-arm study.
lCSDD: Cornell Scale for Depression in Dementia.
Summary of serious game interventions of the included studies (N=17).
| Authors, year | Type of serious game; device | Contents |
| Rendon et al [ | PAa; Nintendo |
Wii fit using the Wii Balance Board Balance games (lunges, single leg extensions, and twists) |
| Schoene et al [ | Both; electronic step pad |
The interactive training system used stepping onto an electronic step pad to interact with a computer interface, and videogame technology was used to deliver the training tasks on standard home television screens Videogames (Stepper, StepMania, Trail-Stepping, and Tetris) |
| Choi et al [ | PA; tablet computer and smartphone with Bluetooth connection |
The MoU-Rehab consisted of 4 mobile game apps All game apps were designed to improve strength, endurance, range of motion, control, speed, and accuracy of movement in the upper extremity |
| Levy et al [ | PA; V8 Head Mount Display, 3D electromagnetic sensor, and EyeToy interface for PlayStation 2 |
Participants played video games that required moving their bodies Games (wash a window and kung fu) |
| Nouchi et al [ | CFb; tablet computer |
In total, 12 processing speed training games to function on the tablet computer All games required participants to detect, identify, discriminate, and localize targets as quickly as possible |
| Anguera et al [ | CF; tablet computer |
Mobile iPad intervention called Project: EVO based on the video game called NeuroRacer This game involves guiding a character through an immersive environment while responding to select targets, with the design format being ideally entertaining |
| Ferraz et al [ | PA; Xbox 360 |
Exergames use full-body motion to allow the player to engage in a variety of mini games, all of which feature jump-in, jump-out multiplayer play Physical components involved in those games included strength and muscular endurance, cardiorespiratory fitness, postural balance, and executive function |
| Belchior et al [ | CF; videogame and controller |
Crazy taxi is a driving game with key features that include rapid navigation through an urban environment, attending to speed, and roadway features Characteristics of this game were speed; elevated perceptual, cognitive, and motor loads; and having items of interest often presented at the periphery of the visual field and under divided attention conditions |
| Smith et al [ | CF; CDs or web using computer |
Road Tour on CDs and Double Decision, a web-based version, were used Road Tour and Double Decision performed the same way Speed of processing training participants saw an object (either a car or truck) in the center of the monitor and a target (route 66 road sign) along with 7 rabbit distractor signs in a near-periphery orbit. Participants viewed the monitor image as quickly as they could while still correctly identifying the object and the target location |
| Stanmore et al [ | PA; Microsoft Kinect |
Kinect tracks the user’s performance and records parameters Each participant was given a prescribed program of standardized exergames that suited the participant’s starting level of ability with tailored progression Individual exercise programs can be tailored using a choice of games for lower or upper limb exercises using 16 of Medical Interactive Recovery Assistant’s exergames (strength, balance, coordination, and flexibility exercises) |
| Tollár et al [ | PA; Xbox 360 |
Exergame was designed to improve postural control, gait mobility, gait stability, turning, and dynamic and static Exergame used the 3 visual feedback modules of the Xbox 360 core system, Kinect Adventures video game (Reflex Ridge, Space Pop, and Just Dance) |
| Tollár et al [ | PA; Xbox 360 |
Exergame was designed to improve postural control, gait mobility, gait stability, turning, and balance Exergame used 3 Xbox 360 modules (Reflex Ridge, Space Pop, and Just Dance) |
| de Morais et al [ | PA; Xbox 360 |
Xbox Kinect—“Your Shape Fitness evolved” (Zen-Develop it, Pump it, Wall Breacker, Kick it, Hurricane, and Stack in Up) The games are classified as easy, medium, or hard levels, and only the easy level was used |
| Rica et al [ | PA; Xbox 360 |
For Kinect-based exercise protocol, balance games were included Kinect Sports Ultimate Collection, Your Shape Fitness Evolved, Dance Central, and Nike + Kinect Training |
| Jahouh et al [ | Both; Nintendo |
The intervention made up of different activities with the Nintendo Wii Fit video game console An aerobic-type game was used as a warm-up exercise The next game was played specifically to work on attention, concentration, and memory. In this game, a goalkeeper throws balls or bears from both the left and right sides. The participant was required to lean to either side to avoid all possible bears and head all possible balls; in other words, the participants had to swing on the same side of the ball or on the opposite side of the bear To end the session, the participants had to choose a game that they wanted to try or play |
| Kang et al [ | CF; Oculus Rift CV1 and Oculus touch controllers |
Training was accompanied by game elements to increase the interest and motivation of the participants Games involving multidomain cognitive tasks to assess |
| Swinnen et al [ | Both; Dividat Senso |
Dividat Senso consisted of a step training platform that was sensitive to pressure changes The sensors detected steps in 4 directions: left, right, top, and bottom The platform was connected via a USB cable to a computer and a frontal television screen on which the exergames were displayed Participants interacted with the game interface by pushing foot on 1 of the 4 different arrows The games trained cognitive abilities The device provided real-time visual, auditory, and somatosensory (vibrating platform) cues and feedback to enrich the game experience |
aPA: physical activity.
bCF: cognitive function.
Characteristics of serious game interventions of the included studies (N=17).
| Authors, year | Type of serious game | Duration, frequency, time per session, dose | Control group | Interventionist |
| Rendon et al [ | PAa | 6 weeks, 3 sessions per week, 35-45 minutes, 18 sessions | Usual care | Physical therapist |
| Schoene et al [ | Both | 16 weeks, 3 sessions per week, 20 minutes, 48 sessions | Brochure | NRb |
| Choi et al [ | PA | 2 weeks, 5 sessions per week, 60 minutes, 10 sessions | Exercise (conventional occupational therapy) | Occupational therapist |
| Levy et al [ | PA | 12 weeks, 1 session per week, <40 minutes, 12 sessions | Usual care | NR |
| Nouchi et al [ | CFc | 4 weeks, 5 sessions per week, 15 minutes, 20 sessions | Nonserious game (knowledge quiz) | NR |
| Anguera et al [ | CF | 8 weeks, 5 sessions per week (biweekly), <20 minutes, 20 sessions | Problem-solving therapy | Interprofessional team (clinicians, care managers, and therapists) |
| Ferraz et al [ | PA | 8 weeks, 3 sessions per week, 50 minutes, 24 sessions | Exercise (functional training); exercise (bicycle) | Physical therapist |
| Belchior et al [ | CF | 12 weeks, 5 sessions per week, 60 minutes, 60 sessions | Cognitive training; usual care | NR |
| Smith et al [ | CF | 12 months, NR, NR (600 minutes per 5-6 weeks), NR | Nonserious game (computerized crossword puzzles) | NR |
| Stanmore et al [ | PA | 12 weeks, 3 sessions per week, NR, 36 sessions | Usual care | Physical therapist |
| Tollár et al [ | PA | 5 weeks, 5 sessions per week, 60 minutes, 25 sessions | Exercise (stationary cycling); usual care | Physical therapist |
| Tollár et al [ | PA | 5 weeks, 5 sessions per week, 60 minutes, 25 sessions | Exercise (stationary cycling); usual care | Physical therapist |
| de Morais et al [ | PA | NR, NR, 30 minutes, 2 sessions | Watching a film | NR |
| Rica et al [ | PA | 12 weeks, 3 sessions per week, 60 minutes, 36 sessions | Nonserious game (board games) | NR |
| Jahouh et al [ | Both | 8 weeks, 2-3 sessions per week, 40-45 minutes, 20 sessions | Usual care | NR |
| Kang et al [ | CF | 4 weeks, 2 sessions per week, 20-30 minutes, 8 sessions | Usual care | Neuropsychologist |
| Swinnen et al [ | Both | 8 weeks, 3 sessions per week, 15 minutes, 24 sessions | Watching music videos | Physical therapist |
aPA: physical activity.
bNR: not reported.
cCF: cognitive function.
Figure 2Forest plot for the effect of a serious game on depression.
Figure 3Forest plot for the effect of a serious game on depression according to setting.
Figure 6Forest plot for the effect of a serious game on depression according to the type of control group.
Figure 4Forest plot for the effect of a serious game on depression according to the characteristics of participants.
Figure 5Forest plot for the effect of a serious game on depression according to the type of serious games. CF: cognitive function; PA: physical activity.