2021
DOI: 10.2196/27058
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The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis

Abstract: Background The decline in performance of older people includes balance function, physical function, and fear of falling and depression. General cognitive function decline is described in terms of processing speed, working memory, attention, and executive functioning, and video game interventions may be effective. Objective This study evaluates the effect of video game interventions on performance and cognitive function in older participants in terms of … Show more

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Cited by 6 publications
(3 citation statements)
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“…'Serious games' are participative digital/electronic games designed for purposes other than entertainment. Specifically, Yang et al [87] state that there is: ". .…”
Section: Digital Information Cognition and Neuronal Stress Responsementioning
confidence: 99%
“…'Serious games' are participative digital/electronic games designed for purposes other than entertainment. Specifically, Yang et al [87] state that there is: ". .…”
Section: Digital Information Cognition and Neuronal Stress Responsementioning
confidence: 99%
“…Reinforcement and rewards are reported to increase the level of immersion of game users, increase voluntary participation motivation, and increase the frequency and time of intervention participation [19][20][21][22]. In video game interventional therapy, high interactivity and better visual and auditory stimulation have been reported to ameliorate therapeutic effects [23]. In addition, among depression-related software in which gamification is applied, more than 16 apps have demonstrated direct therapeutic effects on depression in clinical research [24].…”
Section: Introductionmentioning
confidence: 99%
“…Various interventions of serious games have been conducted not only for adolescents [ 31 ] and younger adults [ 32 ] but also for older adults [ 33 - 35 ]. They were applied to older adults in different ways, including video games, using devices such as Nintendo [ 36 , 37 ], and virtual reality serious games [ 38 ].…”
Section: Introductionmentioning
confidence: 99%