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:
|
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:
|
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:
|
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:
|
3 sessions per week; 1 week | 3 measurements:
|
3 effects:
|
aFor social outcomes.
bUCLA: University of California, Los Angeles.