Table 3.
Categorya | Studies | Outcome measures |
---|---|---|
Physical health | Dugas and colleagues (2018) | Exercise |
Su and Cheng (2016) | Function score (situational walking conditions; stair climbing; use of walking aids); American Knee Society Score | |
Katajapuu and colleagues (2017) | Physical activity; physical performance; handgrip muscle force; balance | |
Steinert and colleagues (2018) | PAQ 50+; balancing ability; hand and leg strength; self-assessment of motoric skills; confidence in moving; endurance | |
Cognitive abilities | Boot and colleagues (2016) | Perception of improved perceptual and cognitive abilities |
Hiraoka and colleagues (2016) | Hazard perception ability | |
Savulich and colleagues (2017) | Episodic memory and new learning; visuospatial memory; choice reaction time | |
Souders and colleagues (2017) | Cognitive battery; reasoning ability; processing speed; memory; executive control | |
Mental state and emotions | Li and colleagues (2016) | Depression; positive emotions |
Savulich and colleagues (2017) | Depression; apathy; hospital anxiety and depression; mental state | |
Wagner and Minge (2015) | Emotional enjoyment; valence | |
Other health outcomes/behaviors | Dugas et al. (2018) | Tracking of glucose control; nutrition; medication adherence |
Hiraoka and colleagues (2016) | Degree of useful field of view | |
Steinert and colleagues (2018) | Sleep quality; body composition; subjective health status; training compliance | |
Motivation | Boot and colleagues (2016) | Motivation |
Wagner and Minge (2015) | Motivation | |
Savulich and colleagues (2017) | Motivation | |
Steinert and colleagues (2018) | Motivation to be active | |
Sun and colleagues (2017) | Intrinsic motivation; perceived autonomy | |
Solution adherence/usage | Boot and colleagues (2016) | Adherence |
Scase and colleagues (2017) | Adherence; amount of use | |
Souders and colleagues (2017) | Adherence | |
Steinert and colleagues (2018) | System usage | |
Perceptions regarding the technology | Boot and colleagues (2016) | Game perceptions |
Su and Cheng (2016) | System usability | |
Steinert and colleagues (2018) | Usability; acceptance | |
Sun and colleagues (2017) | Technology anxiety | |
Test performance | Hiraoka and colleagues (2016) | Training performance; safe driving performance |
Sun and colleagues (2017) | Learning performance (time use in final test) | |
Self-efficacy | Li and colleagues (2016) | Self-efficacy |
Su and Cheng (2016) | Self-efficacy in rehabilitation | |
Sun and colleagues (2017) | Perceived competence |
aContains both objectively and subjectively measured outcomes.