Evidence map›Paper›PMID 32213474›Full record

ArticleJMIR mental health2020

Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.

Najmeh Khalili-Mahani, Atousa Assadi, Kate Li, Mahsa Mirgholami, Marie-Eve Rivard, Habib Benali, Kim Sawchuk, Bob De Schutter

Abstract read
In one paragraph

Article in JMIR mental health, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
8citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

8 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Trial
  3. Article
  4. Review
  5. Article
  6. Article
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  8. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Najmeh Khalili-MahaniPERFORM Centre, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-5248-2609
Atousa AssadiPERFORM Centre, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-1634-7821
Kate LiPERFORM Centre, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0003-1171-9195
Mahsa MirgholamiPERFORM Centre, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0001-6300-375X
Marie-Eve RivardPERFORM Centre, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-4933-3266
Habib BenaliPERFORM Centre, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0001-7158-1218
Kim SawchukDepartment of Communications, Concordia University, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-1108-4153
Bob De SchutterArmstrong Institute for Interactive Media Studies, Miami University, Oxford, OH, United States.ORCID https://orcid.org/0000-0003-3401-5174

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies.

objectiveThis crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework.

methodsA total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S

resultsSession×activity effects were significant on all ambulatory measures (χ

conclusionsOur results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.

Indexed as

brain training gamescognitive trainingexercise gamesICTserious gamessilver gamingstress

Identifiers

PMID32213474
PMCPMC7146255

What OpenQuestion holds

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Registered trials

None linked

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.