Table 4.
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.