Boot and colleagues (2016)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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 |