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. 2018 Jun 28;20(6):e10486. doi: 10.2196/10486

Table 2.

Characteristics of the included studies (methodology and outcome).

Study Methodology Outcome

Study designa Duration Measurement Effect
Agmon et al [38] Within-group, poststudy interview 3 sessions per week; 12 weeks Socialization: semistructured interview Six out of 7 participants described that they enjoyed playing Wii Fit with their grandchildren
Chao et al [21] Within-group, poststudy interview 2 sessions per week; 12 weeks Social connection: semistructured interviews The program encouraged participants to get connected with others
Jung et al [39] Between-group, 2 conditions:
  • Playing exergames (N=30)

  • Playing traditional board games (N=15)

3 sessions per week; 6 weeks Loneliness: UCLAb Loneliness Scale Exergame group versus control group: t43=5.34, P<.01
Kahlbaugh et al [40] Between-group, 3 conditions:
  • Playing exergames with a partner (N=16)

  • Watching television programs with a partner (N=12)

  • No visits (N=7)

1 session per week; 10 weeks Loneliness: UCLA Loneliness Scale Exergame group versus television group: F2,30=6.24, P<.005
Keogh et al [41] Within-group, poststudy interview 8 weeks Socialization: semistructured group interview “Several (P5 and P4) found that having a ‘new face’ to interact with and someone who would sit and listen was something to look forward to.”
Millington [42] Within-group, poststudy interview Wii constant use at one center; 1 to 2 times per month for another two centers Social engagement: Interview “Virtual bowling can bring people together in communal spaces while also ‘getting them up’ and active”
Theng et al [43] Within-group, pre- and poststudy measurement 6 sessions Positive attitude: semantic differential scale Mean positive attitude towards youth: increased from 4.06 (SD 0.78) to 4.27 (SD 0.43)
Wollersheim et al [44] Poststudy focus group discussion 2 sessions per week; 6 weeks Social bonding: focus group discussion “Many of the women noted that being more technologically adept allowed them to be more connected to their grandchildren.”
Wu et al [45] Between-group, 4 conditions:
  • Playing collaborative exergame (N=26)

  • Playing competitive exergame (N=24)

  • Playing collaborative traditional exercise (N=25)

  • Playing competitive traditional exercise (N=20)

2 sessions per week; 4 weeks Social presence: The Social Presence in Gaming questionnaire Exergame group versus traditional exercise group: beta=–.20, P<.10 (in general intention model)
Xu et al [22] Between-group, 3 conditions:
  • Playing exergames with their peers (N=31)

  • Playing with an adolescent (N=26)

  • Playing alone (N=31)

3 sessions per week; 1 week 3 measurements:
  • Loneliness: UCLA Loneliness Scale

  • Social anxiousness: the interaction anxiousness scale

  • Sociability: sociability scale

3 effects:
  • Loneliness: significantly decreased after playing exergames, F1,83=.57, P<.05

  • Social anxiousness: did not change significantly, F1,83=1.58, P=.212

  • Sociability: significantly increased after playing exergames, F1,83=3.95, P=.050

aFor social outcomes.

bUCLA: University of California, Los Angeles.