Evidence map›Paper›PMID 42691055›Full record

ArticlePloS one2026

Feasibility and effects of a multicomponent program incorporating esports on physical and cognitive function among older adults: A non-randomised pilot trial.

Yuta Nemoto, Fumie Otsuka, Shihoko Suzuki, Saori Kataoka, Tomoko Nakanishi, Takuya Ueda, Susumu Ogawa, Sumika Karasawa, Mikiko Shimaoka, Hiroto Narimatsu and 1 more

Abstract read
In one paragraph

Article in PloS one, 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

11 authors.

Yuta NemotoSchool of Health Innovation, Kanagawa University of Human Services, Kawasaki, Kanagawa, Japan.ORCID https://orcid.org/0000-0002-6439-0015
Fumie OtsukaSchool of Health Innovation, Kanagawa University of Human Services, Kawasaki, Kanagawa, Japan.
Shihoko SuzukiSchool of Nutrition and Dietetics, Faculty of Health and Social Work, Kanagawa University of Human Services, Yokosuka, Kanagawa, Japan.
Saori KataokaSchool of Nutrition and Dietetics, Faculty of Health and Social Work, Kanagawa University of Human Services, Yokosuka, Kanagawa, Japan.
Tomoko NakanishiSchool of Nutrition and Dietetics, Faculty of Health and Social Work, Kanagawa University of Human Services, Yokosuka, Kanagawa, Japan.
Takuya UedaTokyo Metropolitan Institute for Geriatrics and Gerontology, Itabashi, Tokyo, Japan.
Susumu OgawaTokyo Metropolitan Institute for Geriatrics and Gerontology, Itabashi, Tokyo, Japan.
Sumika KarasawaSchool of Health Innovation, Kanagawa University of Human Services, Kawasaki, Kanagawa, Japan.
Mikiko ShimaokaSchool of Health Innovation, Kanagawa University of Human Services, Kawasaki, Kanagawa, Japan.
Hiroto NarimatsuSchool of Health Innovation, Kanagawa University of Human Services, Kawasaki, Kanagawa, Japan.
Ung-Il ChungSchool of Health Innovation, Kanagawa University of Human Services, Kawasaki, Kanagawa, Japan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundEsports (competitive and organised video gaming) may enhance physical and cognitive health in older adults. The aim of this study was to examine the feasibility and effects of a multicomponent program incorporating esports on physical and cognitive function in community-dwelling older adults.

methodsThis parallel, non-randomised controlled trial was conducted in Yokosuka, Kanagawa, Japan. Twenty-six participants who 1) were aged 60 years or older, 2) had no cognitive impairment, 3) had no major health problems, and 4) had no prior experience with digital games were allocated to either the intervention (n = 12) or the control (n = 14) group. Participants in the intervention group attended weekly 90-minute sessions consisting of health education, exercise, and esports for 12 weeks. The feasibility of the program was assessed based on adverse events, participant retention, adherence to the program, engagement in digital games outside the program, enjoyment of the program, and willingness to continue playing esports after the study period. Additionally, psychological status, physical and cognitive function, and body composition were assessed.

resultsNo adverse events were reported; 10 of the 12 participants attended ≥80% of the sessions, all participants reported enjoying the program, and no participants dropped out during follow-up. Positive psychological status scores increased from before to after each session among participants in the intervention group. Furthermore, adjusted analyses showed more favourable changes in gait speed and balance in the intervention group than in the control group (p < 0.05). However, the effects on physical function remain uncertain because the analyses were exploratory.

conclusionsThe program showed potential for high retention and adherence among older adults, with no adverse events. Larger-scale trials are needed to confirm the effectiveness of this intervention program, as the analyses in this study were exploratory.

trial registrationThe study protocol was registered with the UMIN-CTR (ID: UMIN000055350; date of first registration: 27 August 2024).

Indexed as

CognitionExerciseVideo GamesAgedAged, 80 and overCognitive EnhancementFeasibility StudiesFemaleHumansJapanMaleMiddle AgedPilot Projects

Identifiers

PMID42691055
PMCPMC13541156

What OpenQuestion holds

Textmetadata
Read underepoch 390

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.