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Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis

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 inf...

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Autores principales: Vázquez, Fernando L., Otero, Patricia, García-Casal, J. Antonio, Blanco, Vanessa, Torres, Ángela J., Arrojo, Manuel
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6289420/
https://www.ncbi.nlm.nih.gov/pubmed/30533015
http://dx.doi.org/10.1371/journal.pone.0208192
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author Vázquez, Fernando L.
Otero, Patricia
García-Casal, J. Antonio
Blanco, Vanessa
Torres, Ángela J.
Arrojo, Manuel
author_facet Vázquez, Fernando L.
Otero, Patricia
García-Casal, J. Antonio
Blanco, Vanessa
Torres, Ángela J.
Arrojo, Manuel
author_sort Vázquez, Fernando L.
collection PubMed
description 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. METHODS: A systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted. RESULTS: A total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity. CONCLUSION: These finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. Although more research is needed, video game-based interventions are a promising and accessible tool for active aging promotion.
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spelling pubmed-62894202018-12-28 Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis Vázquez, Fernando L. Otero, Patricia García-Casal, J. Antonio Blanco, Vanessa Torres, Ángela J. Arrojo, Manuel PLoS One Research Article 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. METHODS: A systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted. RESULTS: A total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity. CONCLUSION: These finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. Although more research is needed, video game-based interventions are a promising and accessible tool for active aging promotion. Public Library of Science 2018-12-11 /pmc/articles/PMC6289420/ /pubmed/30533015 http://dx.doi.org/10.1371/journal.pone.0208192 Text en https://creativecommons.org/publicdomain/zero/1.0/ This is an open access article, free of all copyright, and may be freely reproduced, distributed, transmitted, modified, built upon, or otherwise used by anyone for any lawful purpose. The work is made available under the Creative Commons CC0 (https://creativecommons.org/publicdomain/zero/1.0/) public domain dedication.
spellingShingle Research Article
Vázquez, Fernando L.
Otero, Patricia
García-Casal, J. Antonio
Blanco, Vanessa
Torres, Ángela J.
Arrojo, Manuel
Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
title Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
title_full Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
title_fullStr Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
title_full_unstemmed Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
title_short Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis
title_sort efficacy of video game-based interventions for active aging. a systematic literature review and meta-analysis
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6289420/
https://www.ncbi.nlm.nih.gov/pubmed/30533015
http://dx.doi.org/10.1371/journal.pone.0208192
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