Evidence map›Paper›PMID 41947069›Full record

Trial reportBMC geriatrics2026

Effects of an active arcade gaming intervention on psychosocial outcomes for homebound older adults: a pilot randomised controlled trial.

Jonathan Bayuo, Arkers Kwan Ching Wong, Frances Kam Yuet Wong, Karen Kit Sum Chow, Pascal Agbadi

Abstract readRandomized Controlled Trial
In one paragraph

Trial report in BMC geriatrics, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

5 authors.

Jonathan BayuoSchool of Nursing and Midwifery, University of Southern Queensland, Ipswich Campus 11 Salisbury Road, Ipswich, QLD, 4305, Australia. jonathan.bayuo@unisq.edu.au.
Arkers Kwan Ching WongSchool of Nursing, The Hong Kong Polytechnic University, Hung Hom, Hong Kong, Special Administrative Region, China.
Frances Kam Yuet WongSchool of Nursing, The Hong Kong Polytechnic University, Hung Hom, Hong Kong, Special Administrative Region, China.
Karen Kit Sum ChowHong Kong Lutheran Social Service, Ma Tau Wai, Hong Kong , Special Administrative Region, China.
Pascal AgbadiSocial Work and Human Services, College of Arts, Society and Education, James Cook University, Cairns, Australia.

Funding

Alice Ho Miu Ling Nethersole Charity Foundation RG2022/2023_A_12
6 · The paper itself

Abstract

backgroundWith the rapidly ageing population across the globe, there is a great need for innovative interventions that can improve ageing in place by attenuating psychosocial burden and improving the quality of life of older adults. Although gaming interventions have been observed to be associated with improved psychosocial outcomes among other age groups, its use in the homebound adult population has received limited attention. This study aimed to examine the feasibility and preliminary effects of an Active Arcade gaming intervention on psychosocial outcomes for homebound older adults in Hong Kong.

methodsA pilot randomized controlled trial approach was employed. The participants in the intervention group were paired up to play the game together in scheduled time slots on weekly basis over an 8-week period. The participants in the control group could not access the paired gaming intervention but were encouraged to interact with their caregivers and other family members as usual. Also, two social calls were placed over the 8-week period. There were four sets of outcomes and outcome measures in addition to socio-demographic data: depression, anxiety, loneliness, perceived social support, and quality of life. Analysis of Covariance (ANCOVA) was employed to ascertain the effects of the intervention.

resultsSixty older adults participated in the study. Overall, it was feasible to deliver a gaming intervention with no significant challenges regarding recruitment and low attrition rates. Participants in the intervention group demonstrated improved scores regarding social loneliness compared to the control group F(1, 53) = 31.48 (p < 0.05). No statistically significant findings were however observed regarding emotional loneliness, overall loneliness, depression, and anxiety. For social support, statistically significant findings were only observed regarding objective support F(1, 53) = 17.56 (p < 0.05). Also, regarding quality of life, statistically significant finding was observed regarding the physical component, F(1, 53) = 23.01 (p < 0.05).

conclusionImplementing a gaming intervention for homebound older adults is feasible and may be beneficial in improving their social loneliness, objective support, and physical component of quality of life. Including such innovative intervention in community-based programs for homebound older adults may be helpful to improve psychosocial outcomes.

trial registration[Thai Clinical Trials Registry TCTR20250905004] https://www.thaiclinicaltrials.org/show/TCTR20250905004 [Retrospectively registered on 5th September 2025].

Indexed as

Homebound PersonsQuality of LifeVideo GamesAgedAged, 80 and overFemaleHong KongHumansLonelinessMalePilot ProjectsSocial SupportTreatment OutcomeActive ArcadeGamingHomeboundOlder Adults

Identifiers

PMID41947069
PMCPMC13192229

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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.