SynthesisPloS one2018
Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis.
Synthesis in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 26 papers, 4 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.
Gaming Applied to the Promotion of Active Aging
The Effect of Interactive Game Supported Sleep Hygiene Training on Sleep Quality, Menopausal Symptoms and Quality of Life in Menopausal Women
Who cites it
26 citing papers in PubMed, 4 syntheses or guidelines pooled 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
- Strength-Cognitive Training: A Systemic Review in Adults and Older Adults, and Guidelines to Promote "Strength Exergaming" Innovations.Frontiers in psychology · 2022Pooled it
- The Effects of Combined Cognitive-Physical Interventions on Cognitive Functioning in Healthy Older Adults: A Systematic Review and Multilevel Meta-Analysis.Frontiers in human neuroscience · 2022Pooled it
- Effectiveness of Exergame Intervention on Walking in Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.Physical therapy · 2021Pooled it
- Efficacy of a video game for promoting active and healthy aging (Initial Version): a randomized controlled trial.BMC public health · 2025Trial
- Effect of Video Games on Cognitive Performance and Problem-Solving Ability in the Aged with Cognitive Dysfunction: A Randomized Clinical Trial.Iranian journal of medical sciences · 2025Trial
- Serious Games for Seniors With Dementia: A Pilot Study.Journal of applied gerontology : the official journal of the Southern Gerontological Society · 2026Article
- A Randomized Controlled Trial of an Enhanced Version of a Cognitive-Behavioral Video Game Intervention Aimed at Promoting Active Aging: Assessments of Perceived Health and Healthy Lifestyle Habits at Pre- and Post-Intervention.Journal of clinical medicine · 2025Article
- Characterizing the cognitive and mental health benefits of exercise and video game playing.PloS one · 2025Article
- Adaptation of Postural Sway in a Standing Position during Tilted Video Viewing Using Virtual Reality: A Comparison between Younger and Older Adults.Sensors (Basel, Switzerland) · 2024Article
- Measured and Perceived Exercise Intensity During the Performance of Single-Task, Cognitive-Motor Dual-Task, and Exergame Training: Transversal Study.JMIR serious games · 2023Article
- Feasibility and potential cognitive impact of a cognitive-motor dual-task training program using a custom exergame in older adults: A pilot study.Frontiers in aging neuroscience · 2023Article
- Essential factors and key features in designing active aging programs and their outcomes: A narrative review study.Journal of education and health promotion · 2023Review
- Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach.PloS one · 2023Article
- Are Conventional Combined Training Interventions and Exergames Two Facets of the Same Coin to Improve Brain and Cognition in Healthy Older Adults? Data-Based Viewpoint.JMIR serious games · 2022Article
- Interactive Video Games as a Method to Increase Physical Activity Levels in Children Treated for Leukemia.Healthcare (Basel, Switzerland) · 2022Article
- The promotion of active aging through older adult education in the context of population aging.Frontiers in public health · 2022Review
- Effects of Exergames on Brain and Cognition in Older Adults: A Review Based on a New Categorization of Combined Training Intervention.Frontiers in aging neuroscience · 2022Review
- The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.JMIR serious games · 2021Article
- [Bacomics--a new discipline integrating brain and the outside].Sheng wu yi xue gong cheng xue za zhi = Journal of biomedical engineering = Shengwu yixue gongchengxue zazhi · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDue 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.
methodsA 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.
resultsA 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.
conclusionThese 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.
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.