ArticleCureus2025
Tailoring Exergames for Clinical Populations: Lessons Learned and Design Considerations for Persons With Dementia and Late-Life Depression.
Article in Cureus, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
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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.
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Who cites it
1 citing paper in PubMed.
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Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Exergames have emerged as promising tools for enhancing physical and cognitive engagement among various populations. However, standard commercial exergames often follow a "one-size-fits-all" approach, which may not be effective in addressing the unique needs of clinical populations such as individuals with dementia and late-life depression (LLD). This paper explores the challenges and insights gained from tailoring exergames specifically for these groups. By detailing the design and development process, we highlight key lessons learned, including the importance of customizing game mechanics, user interfaces, and feedback systems to align with the cognitive and physical capabilities of these individuals. This paper further proposes design considerations and best practices for future research, aiming to maximize therapeutic outcomes, user engagement, and overall feasibility of exergame interventions.
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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.