2016
DOI: 10.1089/g4h.2015.0100
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Exergames for Older Adults with Subthreshold Depression: Does Higher Playfulness Lead to Better Improvement in Depression?

Abstract: Results gained from the study will assist in the future implementation and development of exergames that aim to improve mental health among older adults.

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Cited by 36 publications
(32 citation statements)
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“…None of the studies provided information about the civil status or the socioeconomic characteristics. Although all the studies included healthy older adults, three of them included participants with sub-clinical conditions such as subthreshold depression [69] or reduced mobility [38, 66].…”
Section: Resultsmentioning
confidence: 99%
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“…None of the studies provided information about the civil status or the socioeconomic characteristics. Although all the studies included healthy older adults, three of them included participants with sub-clinical conditions such as subthreshold depression [69] or reduced mobility [38, 66].…”
Section: Resultsmentioning
confidence: 99%
“…None of the studies focused on social health; however, two studies assessed social-health related outcomes [38, 64]. The majority (85.7%) of the studies assessed interventions considered as universal prevention programs, and 14.3% were indicated prevention programs [38, 66, 69]. Only five (23.8%) of the interventions were designed based on a theoretical model; specifically, the cognitive psychology theoretical models [67, 7073].…”
Section: Resultsmentioning
confidence: 99%
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“…11 The impact of video games on depression in the elderly has been shown to have a positive impact on the review of the texts. Li et al 12 Chao et al 13 Chesler et al 14 Rendon et al 15 and Rosenberg et al 16 all conducted studies on the effects of video games on elderly depression, although Randon And colleagues examined depression as a secondary objective along with their research goals. In most of these studies, the wii games series including bowling, tennis, golf, boxing and baseball were used, while Chao et al attributed the effect of Exergame to depression in the elderly.…”
Section: Table Continuedmentioning
confidence: 99%
“…). Caso as várias práticas da concepção do lúdico sejam prevalecidas, estudos relevantes(Bateson, 2015;Li et a., 2016) para a área têm apontado que a ludicidade é fundamental para o desenvolvimento integral do aluno, ofertando tanto para a criança, como até mesmo para adultos, condições de criar relações com os objetos, com as pessoas que os cercam e com o mundo a sua volta(Lockwood, 2016). assim, os educadores precisam ter um objetivo definido para ter um resultado esperado com um jogo específico.…”
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