2020
DOI: 10.1089/g4h.2019.0165
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Exergames and Depressive Symptoms in Older Adults: A Systematic Review

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Cited by 22 publications
(13 citation statements)
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“…A final important observation was that our exergaming program induced significant reductions in depression, as measured with the CSDD following exergaming versus music video listening and watching. A recent systematic review of exergames in older adults found these interventions to be generally effective for reducing depression, particularly in older adults with high depressive symptoms [ 83 ].…”
Section: Discussionmentioning
confidence: 99%
“…A final important observation was that our exergaming program induced significant reductions in depression, as measured with the CSDD following exergaming versus music video listening and watching. A recent systematic review of exergames in older adults found these interventions to be generally effective for reducing depression, particularly in older adults with high depressive symptoms [ 83 ].…”
Section: Discussionmentioning
confidence: 99%
“…We expected the participants who completed the exergame training would have performed better at the neuropsychological tests, specifically for executive functions and processing speed ( Stojan and Voelcker-Rehage, 2019 ; Wollesen et al, 2020 ), also due to the dual task modality of the exergame which required a certain level of cognitive exercise load with rising difficulties ( Wollesen and Voelcker-Rehage, 2014 ; Ogawa et al, 2016 ). Moreover, an improvement in mood symptoms following the exergame intervention was expected ( Drazich et al, 2020 ). Lastly, this cognitive-motor exergame training was performed for the first time by healthy older adults thus, user experience was investigated through a questionnaire created on purpose, to collect experiences related to effectiveness, usefulness, enjoyment and satisfaction, and any critical issues encountered by the participants.…”
Section: Discussionmentioning
confidence: 99%
“…Some authors have studied game modalities such as 'cybercycle' for patients with diabetes (Anderson-Hanley et al, 2012) or 'cyber-golfing' (Chow & Mann, 2015), and have reported improvements in clinical parameters such as cognition, executive function and balance. The use of active video games is also associated with a reduced risk of falls by older people (Chan et al, 2021;Zeng et al, 2017), with the alleviation of depressive symptoms (Drazich et al, 2020;Fang et al, 2020), with an enhanced quality of life (Cacciata et al, 2019) and with better motor function in patients with Parkinson's disease (Dockx et al, 2016). In addition, studies have assessed the effects of exergames on parameters of physical function in older adults-like balance, the Timed Up-and-Go test and the 30-second sit-to-stand test (Pacheco et al, 2020;Taylor et al, 2018).…”
Section: Studies Have Shown That Interventions With Exergames Can Im-mentioning
confidence: 99%