Loading…
Gaming for Health: A Systematic Review of the Physical and Cognitive Effects of Interactive Computer Games in Older Adults
This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of...
Saved in:
Published in: | Journal of applied gerontology 2015-04, Vol.34 (3), p.NP166-NP189 |
---|---|
Main Authors: | , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | |
---|---|
cites | cdi_FETCH-LOGICAL-c351t-8ac2d9160489077f5f2a10129a22dc9082536b727fda9ac9de33321c2514ec0c3 |
container_end_page | NP189 |
container_issue | 3 |
container_start_page | NP166 |
container_title | Journal of applied gerontology |
container_volume | 34 |
creator | Bleakley, Chris M. Charles, Darryl Porter-Armstrong, Alison McNeill, Michael D. J. McDonough, Suzanne M. McCormack, Brendan |
description | This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population. |
doi_str_mv | 10.1177/0733464812470747 |
format | article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1694982457</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sage_id>10.1177_0733464812470747</sage_id><sourcerecordid>1664205846</sourcerecordid><originalsourceid>FETCH-LOGICAL-c351t-8ac2d9160489077f5f2a10129a22dc9082536b727fda9ac9de33321c2514ec0c3</originalsourceid><addsrcrecordid>eNqNkM1Lw0AQxRdRbK0evHmSghcv0ZnZr-xRirZCwYuew3azqS1JU3ebg_-9CakiBcHTHN7vvcc8xq4Q7hC1vgfNuVAiRRIatNBHbIhSUiIk8WM27OSk0wfsLMY1ALQinrIBCSUpVXzILqe2Wm2W46IO45m35e79nJ0Utoz-Yn9H7O3p8XUyS-Yv0-fJwzxxXOIuSa2j3KACkRrQupAFWQQkY4lyZyAlydVCky5ya6wzueecEzqSKLwDx0fsts_dhvqj8XGXVavofFnaja-bmKEywqQkpP4HqgSBTIVq0ZsDdF03YdM-0lFSauIELQU95UIdY_BFtg2ryobPDCHrls0Ol20t1_vgZlH5_MfwPWULJD0Q7dL_av0r8Auoa3rK</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1665572320</pqid></control><display><type>article</type><title>Gaming for Health: A Systematic Review of the Physical and Cognitive Effects of Interactive Computer Games in Older Adults</title><source>Sociological Abstracts</source><source>SAGE</source><creator>Bleakley, Chris M. ; Charles, Darryl ; Porter-Armstrong, Alison ; McNeill, Michael D. J. ; McDonough, Suzanne M. ; McCormack, Brendan</creator><creatorcontrib>Bleakley, Chris M. ; Charles, Darryl ; Porter-Armstrong, Alison ; McNeill, Michael D. J. ; McDonough, Suzanne M. ; McCormack, Brendan</creatorcontrib><description>This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population.</description><identifier>ISSN: 0733-4648</identifier><identifier>EISSN: 1552-4523</identifier><identifier>DOI: 10.1177/0733464812470747</identifier><identifier>PMID: 24652863</identifier><language>eng</language><publisher>Los Angeles, CA: SAGE Publications</publisher><subject>Aged - physiology ; Aged - psychology ; Cognition ; Cognition & reasoning ; Computer & video games ; Humans ; Intervention ; Motor Activity ; Older people ; Physical Fitness ; Systematic review ; Video Games - adverse effects ; Video Games - psychology</subject><ispartof>Journal of applied gerontology, 2015-04, Vol.34 (3), p.NP166-NP189</ispartof><rights>The Author(s) 2013</rights><rights>The Author(s) 2013.</rights><rights>Copyright SAGE PUBLICATIONS, INC. Apr 2015</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c351t-8ac2d9160489077f5f2a10129a22dc9082536b727fda9ac9de33321c2514ec0c3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925,33774,79364</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/24652863$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Bleakley, Chris M.</creatorcontrib><creatorcontrib>Charles, Darryl</creatorcontrib><creatorcontrib>Porter-Armstrong, Alison</creatorcontrib><creatorcontrib>McNeill, Michael D. J.</creatorcontrib><creatorcontrib>McDonough, Suzanne M.</creatorcontrib><creatorcontrib>McCormack, Brendan</creatorcontrib><title>Gaming for Health: A Systematic Review of the Physical and Cognitive Effects of Interactive Computer Games in Older Adults</title><title>Journal of applied gerontology</title><addtitle>J Appl Gerontol</addtitle><description>This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population.</description><subject>Aged - physiology</subject><subject>Aged - psychology</subject><subject>Cognition</subject><subject>Cognition & reasoning</subject><subject>Computer & video games</subject><subject>Humans</subject><subject>Intervention</subject><subject>Motor Activity</subject><subject>Older people</subject><subject>Physical Fitness</subject><subject>Systematic review</subject><subject>Video Games - adverse effects</subject><subject>Video Games - psychology</subject><issn>0733-4648</issn><issn>1552-4523</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2015</creationdate><recordtype>article</recordtype><sourceid>BHHNA</sourceid><recordid>eNqNkM1Lw0AQxRdRbK0evHmSghcv0ZnZr-xRirZCwYuew3azqS1JU3ebg_-9CakiBcHTHN7vvcc8xq4Q7hC1vgfNuVAiRRIatNBHbIhSUiIk8WM27OSk0wfsLMY1ALQinrIBCSUpVXzILqe2Wm2W46IO45m35e79nJ0Utoz-Yn9H7O3p8XUyS-Yv0-fJwzxxXOIuSa2j3KACkRrQupAFWQQkY4lyZyAlydVCky5ya6wzueecEzqSKLwDx0fsts_dhvqj8XGXVavofFnaja-bmKEywqQkpP4HqgSBTIVq0ZsDdF03YdM-0lFSauIELQU95UIdY_BFtg2ryobPDCHrls0Ol20t1_vgZlH5_MfwPWULJD0Q7dL_av0r8Auoa3rK</recordid><startdate>20150401</startdate><enddate>20150401</enddate><creator>Bleakley, Chris M.</creator><creator>Charles, Darryl</creator><creator>Porter-Armstrong, Alison</creator><creator>McNeill, Michael D. J.</creator><creator>McDonough, Suzanne M.</creator><creator>McCormack, Brendan</creator><general>SAGE Publications</general><general>SAGE PUBLICATIONS, INC</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7U3</scope><scope>7U4</scope><scope>BHHNA</scope><scope>DWI</scope><scope>K9.</scope><scope>NAPCQ</scope><scope>WZK</scope><scope>7X8</scope><scope>7TS</scope></search><sort><creationdate>20150401</creationdate><title>Gaming for Health</title><author>Bleakley, Chris M. ; Charles, Darryl ; Porter-Armstrong, Alison ; McNeill, Michael D. J. ; McDonough, Suzanne M. ; McCormack, Brendan</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c351t-8ac2d9160489077f5f2a10129a22dc9082536b727fda9ac9de33321c2514ec0c3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Aged - physiology</topic><topic>Aged - psychology</topic><topic>Cognition</topic><topic>Cognition & reasoning</topic><topic>Computer & video games</topic><topic>Humans</topic><topic>Intervention</topic><topic>Motor Activity</topic><topic>Older people</topic><topic>Physical Fitness</topic><topic>Systematic review</topic><topic>Video Games - adverse effects</topic><topic>Video Games - psychology</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Bleakley, Chris M.</creatorcontrib><creatorcontrib>Charles, Darryl</creatorcontrib><creatorcontrib>Porter-Armstrong, Alison</creatorcontrib><creatorcontrib>McNeill, Michael D. J.</creatorcontrib><creatorcontrib>McDonough, Suzanne M.</creatorcontrib><creatorcontrib>McCormack, Brendan</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>Social Services Abstracts</collection><collection>Sociological Abstracts (pre-2017)</collection><collection>Sociological Abstracts</collection><collection>Sociological Abstracts</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Premium</collection><collection>Sociological Abstracts (Ovid)</collection><collection>MEDLINE - Academic</collection><collection>Physical Education Index</collection><jtitle>Journal of applied gerontology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Bleakley, Chris M.</au><au>Charles, Darryl</au><au>Porter-Armstrong, Alison</au><au>McNeill, Michael D. J.</au><au>McDonough, Suzanne M.</au><au>McCormack, Brendan</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Gaming for Health: A Systematic Review of the Physical and Cognitive Effects of Interactive Computer Games in Older Adults</atitle><jtitle>Journal of applied gerontology</jtitle><addtitle>J Appl Gerontol</addtitle><date>2015-04-01</date><risdate>2015</risdate><volume>34</volume><issue>3</issue><spage>NP166</spage><epage>NP189</epage><pages>NP166-NP189</pages><issn>0733-4648</issn><eissn>1552-4523</eissn><abstract>This systematic review examined the physical and cognitive effects of physically based interactive computer games (ICGs) in older adults. Literature searching was carried out from January 2000 to June 2011. Eligible studies were trials involving older adults (>65 years) describing the effects of ICGs with a physical component (aerobic, strength, balance, flexibility) on physical or cognitive outcomes. Secondary outcomes included adverse effects, compliance, and enjoyment. Twelve trials met the inclusion criteria. ICG interventions varied in terms of software, game type, and nature of the computer interaction. Although there was preliminary evidence that ICG is a safe and effective exercise intervention for older adults, the dearth of high-quality evidence limits this finding. No major adverse effects were reported and two studies reported minor events. ICG could be improved further by tailoring interventions for older adults; in particular, they should aim to optimize participant safety, motivation, and enjoyment for this population.</abstract><cop>Los Angeles, CA</cop><pub>SAGE Publications</pub><pmid>24652863</pmid><doi>10.1177/0733464812470747</doi></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0733-4648 |
ispartof | Journal of applied gerontology, 2015-04, Vol.34 (3), p.NP166-NP189 |
issn | 0733-4648 1552-4523 |
language | eng |
recordid | cdi_proquest_miscellaneous_1694982457 |
source | Sociological Abstracts; SAGE |
subjects | Aged - physiology Aged - psychology Cognition Cognition & reasoning Computer & video games Humans Intervention Motor Activity Older people Physical Fitness Systematic review Video Games - adverse effects Video Games - psychology |
title | Gaming for Health: A Systematic Review of the Physical and Cognitive Effects of Interactive Computer Games in Older Adults |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-25T20%3A49%3A58IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Gaming%20for%20Health:%20A%20Systematic%20Review%20of%20the%20Physical%20and%20Cognitive%20Effects%20of%20Interactive%20Computer%20Games%20in%20Older%20Adults&rft.jtitle=Journal%20of%20applied%20gerontology&rft.au=Bleakley,%20Chris%20M.&rft.date=2015-04-01&rft.volume=34&rft.issue=3&rft.spage=NP166&rft.epage=NP189&rft.pages=NP166-NP189&rft.issn=0733-4648&rft.eissn=1552-4523&rft_id=info:doi/10.1177/0733464812470747&rft_dat=%3Cproquest_cross%3E1664205846%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c351t-8ac2d9160489077f5f2a10129a22dc9082536b727fda9ac9de33321c2514ec0c3%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=1665572320&rft_id=info:pmid/24652863&rft_sage_id=10.1177_0733464812470747&rfr_iscdi=true |