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. 2020 Jun 12;61(7):e360–e372. doi: 10.1093/geront/gnaa047

Table 2.

Study Characteristics

References Aim Domain Study design Modality Participants and technology proficiency (TP) Location
Boot and colleagues (2016) Examining older adults’ perceptions and attitudes toward game-based interventions after playing digital games on a tablet (experimental or control games) Cognitive health A 1-month randomized, controlled experiment. Participants randomized to experimental and control groups. ~45 min sessions of game play/7 times per week in both groups. Game play tracked in a diary. Survey at the end of intervention. Tablet (Acer Iconia A700) /Game N = 55, aged 65+ TP: On average low proficiency (18.87 (SD = 9.74) out of 40, on a Mobile Device Proficiency Questionnaire) United States
Dugas and colleagues (2018) Investigating via a gamified mHealth tool how individual differences in psychological traits are associated with mHealth effectiveness Physical health A 13-week, randomized, controlled pilot study. Patients randomized to control (no app, care as usual) or one of 4 conditions using different versions of the app. Tablet (Samsung Galaxy Tab 3) and activity monitor (Fitbit One)/mHealth tool N = 27, veterans with poorly controlled Type 2 diabetes. Mean age = 67.56, SD = 5.81. Gender not reported exactly. TP: not reported. United States
Hiraoka, Wang, and Kawakami (2016) Proposing and evaluating a game-based cognitive function training system for elderly drivers Cognitive health A laboratory study conducted in 7 sessions. Half of the participants trained at home with a tablet in addition to the laboratory sessions, half performed only on-site training in the laboratory. Tablet/Driving training system N = 11, elderly males. Mean age = 69.82, SD = 3.57. TP: none of the participants had experience with tablet devices before the study. Japan
Li, Theng, and Foo (2016) Examining the influence of high and low playfulness exergames on depression Mental health A 6-week randomized, controlled study. Participants randomized to two different exergaming conditions. Gaming console (Nintendo Wii)/Exergame N = 49, older adults with subthreshold depression. Mean age = 71.12, SD = 8.67; female = 59.20%. TP: not reported. Singapore
Savulich and colleagues (2017) Examining the effects of cognitive training using a novel memory game developed by the team on patients with a diagnosis of amnestic mild cognitive impairment Cognitive health A 4-week randomized, controlled trial with 8 1-hr supervised training sessions. Participants randomized to 2 groups: intervention or care as usual. Tablet (iPad)/Learning and memory game N = 42, patients with mild cognitive impairment. Mean age in intervention 75.2, SD = 7.4; in control: 76.9, SD = 8.3. Gender in intervention 11 males, 10 females; in control 14 males, 7 females. TP: Internet usage hr/week Intervention 2.2 hr (SD = 6.6); Control 2.3 hr (SD = 4.5) Computer gameplay hr/week Intervention 0.9 hr (SD = 2.1); Control 0.7 hr (SD = 1.9) Confidence using new technology Intervention: 11 participants very confident; 2 confident; 3 apprehensive; 4 very apprehensive Control: 13 participants very confident; 4 confident; 1 apprehensive; 3 very apprehensive UK
Scase and colleagues (2017) Examining the adherence to a tablet-based gamified environment designed to promote health and well-being in older people with mild cognitive impairment Cognitive and physical health A 47-day intervention where participants living either (i) at a retirement village or (ii) separately across the city were asked to interact with the solution 5 days a week. Tablet/DOREMI application to promote cognition and exercise N = 24 (consisting of 2 different samples). Older adults with mild cognitive impairment. Two participants groups (1) N =11, mean age = 75.4, SD = 5.14, 1 male, (2) N = 13, mean age = 74.9, SD = 3.68, 1 male. TP: not reported. N/A
Souders and colleagues (2017) Examining the difference of using a gamified cognitive training suite compared to playing word and number puzzles in transfer of cognitive effects to similar tasks Cognitive health A randomized controlled study, 1-month intervention. Participants randomized to gamified group and active control group. Instructions to play 45 min/d in both groups. Playtime recorded in journals. Tablet (Acer Iconia A700)/Cognitive training system N = 60. Mean age = 72.35, SD = 5.20. Males 26, females 34. TP: not reported. United States
Su and Cheng (2016) Examining the effectiveness of a developed motion-based 3D game in total knee replacement rehabilitation on patient’s self-efficacy Physical health A quasi-experiment, 2-month intervention. Participants randomized to intervention condition with the game or to control condition with routine physiotherapy exercises. Gaming console (Microsoft Kinect)/Rehabilitation system N = 34. Intervention mean age = 65.88, SD = 4.296, control mean age = 68.56, SD = 2.897. Intervention: female 9, male 9; control: female 9, male 7. TP: Experience in using motion capture tools Intervention: 9 have experience; 9 no experience Control: 6 have experience; 10 no experience Taiwan
Wagner and Minge (2015) Examining subjective enjoyment and motivational effects of game elements by providing different sociable gameplay conditions Human–computer interaction A randomized, controlled laboratory experiment. Participants invited in pairs knowing each other beforehand and randomly assigned to 3 conditions as pairs. Online dice game on a personal computer N = 36. Mean age = 69.9, half of the participants were female. TP: not reported. Germany
Katajapuu and colleagues (2017) Examining the effects of developed exergames on changes in body functions and activity level Physical health A 6-week randomized, controlled study. Participants randomized to 3 conditions: intervention with exergames, normal physiotherapy, and control with no activity. Gaming console (Microsoft Kinect)/Exergames N = 30. Mean age = 71.34, SD = 6.62. Male 9, female 21. TP: not reported. Singapore
Steinert, Buchem, Merceron, Kreutel, and Haesner (2018) Examining the usability, acceptance, and effectiveness of a novel wearable-enhanced mHealth system Physical health A 4-week pilot study. A training program consisting of 3 training days and 4 recovery days per week. Smartphone (Nexus 5 or Samsung Galaxy 5) and Activity monitor (Garmin Vivofit) enhanced training system/mHealth system N = 20. Mean age = 69, age range 62–75 years. TP: Participants had high digital literacy 70% of participants using smartphones frequently; 90% using computers frequently; 90% using the Internet frequently; 30% using a tablet device Technology commitment score Mean 46 points (a 12–60 point scale) showing high technology commitment Germany
Sun, Qiu, and Zuo (2017) Examining the effect of gamification for improving learning processes and performance for seniors. A system for learning to use a ticket vending machine developed Cognitive health A controlled laboratory experiment. Participants in 4 conditions: badge, story, badge + story, and control. Kiosk (Ticket Vending Machine) N = 9. Age > 60. Female 8, male 1. TP: none of the participants had used the ticket vending machine before. China