Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis

Detalhes bibliográficos
Autor(a) principal: Fernandes, Carla Sílvia
Data de Publicação: 2022
Outros Autores: Magalhães, Bruno, Lima, Andreia, Nóbrega, Perpétua, Silva, Mafalda, Santos, Célia
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/43982
Resumo: Exergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.
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spelling Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence SynthesisGamesExergameMental healthExergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.Mary Ann LiebertRepositório ComumFernandes, Carla SílviaMagalhães, BrunoLima, AndreiaNóbrega, PerpétuaSilva, MafaldaSantos, Célia2023-02-28T17:18:16Z20222022-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.26/43982eng2161-783X10.1089/g4h.2021.0229info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-02T07:00:15Zoai:comum.rcaap.pt:10400.26/43982Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:47:22.264129Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
title Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
spellingShingle Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
Fernandes, Carla Sílvia
Games
Exergame
Mental health
title_short Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
title_full Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
title_fullStr Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
title_full_unstemmed Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
title_sort Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
author Fernandes, Carla Sílvia
author_facet Fernandes, Carla Sílvia
Magalhães, Bruno
Lima, Andreia
Nóbrega, Perpétua
Silva, Mafalda
Santos, Célia
author_role author
author2 Magalhães, Bruno
Lima, Andreia
Nóbrega, Perpétua
Silva, Mafalda
Santos, Célia
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv Repositório Comum
dc.contributor.author.fl_str_mv Fernandes, Carla Sílvia
Magalhães, Bruno
Lima, Andreia
Nóbrega, Perpétua
Silva, Mafalda
Santos, Célia
dc.subject.por.fl_str_mv Games
Exergame
Mental health
topic Games
Exergame
Mental health
description Exergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.
publishDate 2022
dc.date.none.fl_str_mv 2022
2022-01-01T00:00:00Z
2023-02-28T17:18:16Z
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.26/43982
url http://hdl.handle.net/10400.26/43982
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2161-783X
10.1089/g4h.2021.0229
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
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dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Mary Ann Liebert
publisher.none.fl_str_mv Mary Ann Liebert
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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