ArticleFrontiers in psychology2025
Preventing suicide among older women in China: the integration of gamified group-based exercise in a virtual reality environment.
Article in Frontiers in psychology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
2 citing papers in PubMed.
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Harnessing the transformative potential of gamified virtual reality sports to enhance perceived life expectancy in older men at risk of suicide.Frontiers in public health · 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
1 author.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Objective: Suicide among elderly women has increasingly been recognized as a significant public health concern, necessitating the development of innovative, evidence-based interventions tailored to this vulnerable population. This study aimed to examine the effectiveness of gamified group-based physical activity in a virtual reality (VR) environment for enhancing psychological resilience and reducing suicidal ideation among elderly women. Methods: A randomized controlled trial (RCT) design with convenience sampling was adopted for this study. A total of 120 elderly women with clinically confirmed suicidal ideation were recruited through purposive announcements at senior care facilities in Beijing, China, and were then randomly allocated into experimental ( Results: The findings revealed statistically significant improvements in both subjective vitality and life hope scores among participants in the experimental group compared to those in the control group ( Conclusion: These findings highlight that gamified VR-based group exercise is a promising non-pharmacological approach for improving psychological well-being and mitigating suicide risk in elderly women. By combining immersive technology, social engagement, and motivational components, such interventions offer an effective, engaging, and scalable strategy to address mental health challenges in aging populations.
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.