SynthesisJournal of geriatric physical therapy (2001)
Active Video Games for Improving Physical Performance Measures in Older People: A Meta-analysis.
Synthesis in Journal of geriatric physical therapy (2001). The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT07024004 (Effects of Active Exergames Program on Muscle Strength, Lower Limb Muscle Mass and Physical Fitness in Older Adults at Risk of Falls), which is not on this map. Cited by 36 papers, 12 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Effects of Active Exergames Program on Muscle Strength, Lower Limb Muscle Mass and Physical Fitness in Older Adults at Risk of Falls
Who cites it
36 citing papers in PubMed, 12 syntheses or guidelines pooled it, 84 citations in OpenAlex.
- Effects of exergaming on balance and functional performance in older adults with chronic conditions living in the community: a systematic review and meta-analysis.Frontiers in public health · 2026Pooled it
- Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis.JMIR aging · 2025Pooled it
- Effectiveness of active video games for promoting physical activity: an umbrella review.Frontiers in sports and active living · 2025Pooled it
- Pooled it
- Active video games for improving health-related physical fitness in older adults: a systematic review and meta-analysis.Frontiers in public health · 2024Pooled it
- The effectiveness of digital gaming on the functioning and activity of older people living in long-term care facilities: a systematic review and meta-analysis.Aging clinical and experimental research · 2023Pooled it
- Active Video Game Interventions Targeting Physical Activity Behaviors: Systematic Review and Meta-analysis.Journal of medical Internet research · 2023Pooled it
- A Systematic Review and Meta-analysis of the Effect of Active Video Games on Postural Balance.Archives of physical medicine and rehabilitation · 2023Pooled it
- Can physical exercise assist in controlling and reducing the severity of exercise-induced bronchospasm in children and adolescents? A systematic review.The clinical respiratory journal · 2023Pooled it
- Intervention Characteristics Associated With a Reduction in Fear of Falling Among Community-Dwelling Older People: A Systematic Review and Meta-analysis of Randomized Controlled Trials.The Gerontologist · 2021Pooled it
- Exercise interventions for older adults: A systematic review of meta-analyses.Journal of sport and health science · 2021Pooled it
- Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis.Systematic reviews · 2020Pooled it
- Effects of virtual dance exercise on skeletal muscle architecture and function of community dwelling older women.Journal of musculoskeletal & neuronal interactions · 2019Trial
- Time course of changes in motor-cognitive exergame performances during task-specific training in patients with dementia: identification and predictors of early training response.Journal of neuroengineering and rehabilitation · 2018Trial
- Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study.International journal of environmental research and public health · 2018Trial
- Study protocol: effect of playful training on functional abilities of older adults - a randomized controlled trial.BMC geriatrics · 2017Trial
- Video gaming, nutrition and metabolic health: friend, foe, or both?Nutrition & metabolism · 2026Article
- A Critical Appraisal of the Links Between Video Gaming, Lifestyle Factors, Diet and Eating Behaviour: A Narrative Review.Nutrients · 2026Review
- Effectiveness, acceptability, adherence, and safety of exergaming for depressive symptoms: a systematic review and meta-analysis.NPJ digital medicine · 2026Article
- A Novel Gamified Exercise Program Incorporating Stampede Training for Enhancing Functional Fitness, Physical Activity Levels, and Quality of Life in Community-Dwelling Older Adults: Randomized Parallel Exploratory Trial.JMIR serious games · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
background and purposeParticipation in regular physical activity is associated with better physical function in older people (>65 years); however, older people are the least active of all age groups. Exercise-based active video games (AVGs) offer an alternative to traditional exercise programs aimed at maintaining or enhancing physical performance measures in older people. This review systematically evaluated whether AVGs could improve measures of physical performance in older people. Secondary measures of safety, game appeal, and usability were also considered.
methodsElectronic databases were searched for randomized controlled trials published up to April 2015. Included were trials with 2 or more arms that evaluated the effect of AVGs on outcome measures of physical performance in older people.
resultsEighteen randomized controlled trials (n = 765) were included. Most trials limited inclusion to healthy community-dwelling older people. With the exception of 1 trial, all AVG programs were supervised. Using meta-analyses, AVGs were found to be more effective than conventional exercise (mean difference [MD], 4.33; 95% confidence intervals [CIs], 2.93-5.73) or no intervention (MD, 0.73; 95% CI, 0.17-1.29) for improving Berg Balance scores in community-dwelling older people. Active video games were also more effective than control for improving 30-second sit-to-stand scores (MD, 3.99; 95% CI, 1.92-6.05). No significant differences in Timed Up and Go scores were found when AVGs were compared with no intervention or with conventional exercise.
conclusionsActive video games can improve measures of mobility and balance in older people when used either on their own or as part of an exercise program. It is not yet clear whether AVGs are equally suitable for older people with significant cognitive impairments or balance or mobility limitations. Given the positive findings to date, consideration could be given to further development of age-appropriate AVGs for use by older people with balance or mobility limitations.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.