2022
DOI: 10.3233/shti220673
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Effectiveness of Serious Games for Visuospatial Abilities in Elderly Population with Cognitive Impairment: A Systematic Review and Meta-Analysis

Abstract: We explore the effectiveness of serious games for visuospatial abilities among older adults with cognitive impairment by conducting a systematic review. Out of 548 identified publications, seven randomized controlled trials (RCTs) were included in this review. According to a meta-analysis of four RCTs, there is no statistically significant difference (p=0.28) in visuospatial abilities between serious game and control groups. Further, the included RCTs noted no statistically significant difference in the visuos… Show more

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Cited by 5 publications
(5 citation statements)
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“…For Google Scholar, only the initial 10 pages, which is equivalent to the first 100 results, were taken into account for this review since it does not provide as powerful search tools as other databases, and it typically retrieves many publications automatically sorted according to their relevance. We limited our search in these databases to studies published from 2010 onward because, first, video games have significantly been developed in the last decade, and, second, previous reviews did not find any study published on similar topics before 2012 12 , 14 , 17 . Backward reference list checking was carried out by screening the reference lists of included publications and related reviews.…”
Section: Methodsmentioning
confidence: 99%
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“…For Google Scholar, only the initial 10 pages, which is equivalent to the first 100 results, were taken into account for this review since it does not provide as powerful search tools as other databases, and it typically retrieves many publications automatically sorted according to their relevance. We limited our search in these databases to studies published from 2010 onward because, first, video games have significantly been developed in the last decade, and, second, previous reviews did not find any study published on similar topics before 2012 12 , 14 , 17 . Backward reference list checking was carried out by screening the reference lists of included publications and related reviews.…”
Section: Methodsmentioning
confidence: 99%
“…The experimental findings were compiled and categorized according to the comparator, which consisted of no interventions or passive interventions, traditional cognitive training, standard exercises, and other serious games. In alignment with other reviews, meta-analyses were conducted using Review Manager (RevMan 5.4) when two or more studies from the same comparator provided sufficient data (that is, the number of participants in each intervention group, mean, standard deviation) 12 , 14 , 17 . Studies evaluated to carry a high risk of bias were excluded from the meta-analyses.…”
Section: Methodsmentioning
confidence: 99%
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“…Serious games refer to participative electronic games that are designed for goals other than entertainment, such as therapeutic rehabilitation; education; prevention of, for example, cognitive impairments; and training. Serious games have also been used to improve several cognitive functions such as memory [ 14 ], processing speed [ 15 ], executive functions [ 16 ], language processing [ 17 ], visuospatial skills [ 18 ], and global cognition [ 19 ]. Common types of serious games are exergames and cognitive training games.…”
Section: Introductionmentioning
confidence: 99%
“…Accordingly, healthcare digital serious games have been designed to engage and train brain regions that are responsible for everyday functioning including executive functions, domains of memory, and processing. The experimental studies on serious games specifically adapted to people with neurodegenerative disorders show that physical games can positively affect the players with mild Alzheimer's disease and mild cognitive impairment [ 10 , 11 ] such as attention and memory [ 12 ] and visual-spatial abilities [ 13 ]. In addition, these serious games can have a positive impact on mental health, for instance, to prevent or treat anxiety and depression [ 14 , 15 ].…”
Section: Introductionmentioning
confidence: 99%