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. 2024 Jul 21;14(7):731. doi: 10.3390/brainsci14070731

Table 4.

Studies investigating the use of video games in the treatment of depression in older people.

Authors Sample Intervention Measures Results
Li et al.
(2016)
[79]
Total sample: n = 49 (F = 29, M = 20, mean age: 71.12 ± 8.67);
high playfulness: n = 25 (F = 14, M = 11, mean age: 71.20 ± 8.86); low playfulness: n = 24 (F = 15, M = 9, mean age: 71.04 ± 8.65)
High playfulness: exergaming sessions with Wii Sports
Low playfulness: exergaming sessions with Wii Fit training
PHQ-9, PANAS Improvement in depressive symptoms, positive emotions, and self-efficacy in both groups.
Playfulness affected only positive emotions.
Yang et al.
(2017)
[80]
Total sample: n = 15 (F = 10, M = 5, mean age: 70.0 ± 5.94) 45 min sessions three times per week for a total of 12 weeks with Wii Fit GDS Significant improvement in both depressive symptoms and internal stress scores
Rodrigues et al. (2018)
[81]
Total sample: n = 47;
experimental group: n = 22 (fallers = 10, mean age: 69.8 ± 4.3; nonfallers = 12, mean age: 68.9 ± 3.3);
control group: n = 25 (fallers = 12, mean age: 73.6 ± 5.4; nonfallers = 13, mean age: 68.7 ± 4.8)
30 min training session with Dance Central game for Xbox 360 three times a week for a total of 12 weeks GDS, FES-I Brazil Significant improvement in depressive symptomatology in the fallers of the experimental group
Heinbach et al. (2021)
[82]
Total sample: n = 52 (F = 20, M = 32, mean age: 59.2 ± 5.3) 50 min exergames sessions three times a week for a total of 10 weeks PROMIS, SANS Significant reductions in depressive and negative symptoms.
de Lima et al.
(2021)
[83]
Total sample: n = 29 (F = 23, M = 6);
experimental group: n = 15 (F = 13, M = 2, mean age: 67.2 ± 4.4);
control group: n = 14 (F = 10, M = 4, mean age: 68.0 ± 6.1)
60 min session three times per week for 6 weeks using the Xbox Kinect game “Your Shape: Fitness Evolved” PSQI, STAI Significant improvement in sleep quality and anxiety in the experimental group
Otero et al.
(2021)
[84]
Total sample: n = 25
(F = 16, M = 9, mean age: 54.9)
Multicomponent intervention by three components: depression prevention, healthy lifestyle and cognitive stimulation General health, physical functioning, social functioning, and mental health Video games are effective and feasible in promoting active aging.

QIDS: Quick Inventory of Depressive Symptoms: Clinician Rated Version; MOS SF-36: Medical Outcome Study, Short Form; RBANS: Repeatable Battery for Assessment of Neurocognitive Status; PHQ-9: Patient Health Questionnaire; PANAS: Positive and Negative Affect Schedule; GSE: general self-efficacy; GDS: Geriatric Depression Scale; FES-I: Fall Efficacy Scale, International; PROMIS: Patient Reported Outcome Measurement Information System; SANS: Scale for the Assessment of Negative Symptoms; PSQI: Pittsburgh Sleep Quality Index; STAI: Spielberger State-Trait Anxiety Inventory.