Evidence map›Paper›PMID 38384369›Full record

ArticleDigital health

A randomized controlled pilot study of a cognitive-behavioral video game intervention for the promotion of active aging.

Patricia Otero, Tania Cotardo, Vanessa Blanco, Ángela J Torres, Miguel A Simón, Ana M Bueno, Fernando L Vázquez

Open access · goldAbstract read
In one paragraph

Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
1.7field-weighted citation impact, top 20% of its field
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

1 citing paper in PubMed, 1 citations in OpenAlex.

  1. 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

7 authors at 2 institutions in 1 country.

Patricia OteroDepartment of Psychology, University of A Coruña, A Coruña, Spain.ORCID https://orcid.org/0000-0002-8283-7722
Tania CotardoDepartment of Clinical Psychology and Psychobiology, University of Santiago de Compostela, Santiago de Compostela, Spain.ORCID https://orcid.org/0000-0002-8085-3446
Vanessa BlancoDepartment of Evolutionary and Educational Psychology, University of Santiago de Compostela, Santiago de Compostela, Spain.ORCID https://orcid.org/0000-0002-6277-0671
Ángela J TorresDepartment of Psychiatry, Radiology, Public Health, Nursing and Medicine, University of Santiago de Compostela, Santiago de Compostela, Spain.ORCID https://orcid.org/0000-0002-0430-1076
Miguel A SimónDepartment of Psychology, University of A Coruña, A Coruña, Spain.ORCID https://orcid.org/0000-0002-1256-7106
Ana M BuenoDepartment of Psychology, University of A Coruña, A Coruña, Spain.ORCID https://orcid.org/0000-0002-1255-3409
Fernando L VázquezDepartment of Clinical Psychology and Psychobiology, University of Santiago de Compostela, Santiago de Compostela, Spain.ORCID https://orcid.org/0000-0002-5868-4025
Universidade de Santiago de Compostela · ESUniversidade da Coruña · ES

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Due to the accessibility barriers of in-person programs for active aging, the development of programs that use innovative technologies is needed. Video games can be an engaging tool for disseminating active aging interventions. Objective: The objective of this pilot study was to analyze the feasibility of a cognitive-behavioral intervention to promote active aging administered through a video game. Methods: Fifty-five participants (63.6% women, mean age = 53.0 years) were randomly assigned to a cognitive-behavioral intervention to promote active aging administered through an interactive multimedia online video game with a complementary app (CBI-V; n = 29) or to a control group that received nonspecific online information (CG; n = 26). Results: Only 3.6% of the participants dropped out of the study (6.9% in CBI-V and 0.0% in CG; without significant differences between groups). The mean number of modules completed was 7.6 (SD = 0.9) out of 8 in the CBI-V and 7.9 (SD = 0.5) in the control group (CG), without significant between-group differences. In the CBI-V, the mean total time dedicated to the game was 516.8 min (SD = 94.3), including 143.2 min (SD = 31.6) of cognitive training tasks, and the mean of completed tasks was 206.2 (SD = 33.7) out of 259. Participants were highly engaged (M = 39.9, SD = 8.6) and satisfied (M = 25.8, SD = 4.5) with the intervention. After the intervention, the CBI-V group significantly improved on SF-36 dimensions of General Health (p = .0386), Vitality (p = .0283), Social Functioning (p = .0130), and Physical Summary Index (p = .0370) compared to the CG, with medium effect sizes (d = 0.56-0.75). Conclusions: The results demonstrate the feasibility of the video game intervention to promote active aging and encourage conducting a large-scale randomized controlled trial.

Indexed as

Active agingcognitive–behavioral interventiongraphic adventuresmartphone appvideo game

Identifiers

PMID38384369
PMCPMC10880542
OpenAlexW4391951136

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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Registered trials

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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.