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Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis

Carla Sílvia Fernandes, Bruno Magalhães, Andreia Lima, Perpétua Nóbrega, Mafalda Silva, Célia Santos

2022Games for Health Journal31 citationsDOIOpen Access PDF

Abstract

Exergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.

Topics & Concepts

CINAHLPsychological interventionMoodMEDLINEScopusMental healthAnxietyPsychologyRandomized controlled trialSystematic reviewIntervention (counseling)ApathyPhysical therapyMedicineGerontologyClinical psychologyPsychiatryCognitionPolitical scienceLawSurgeryPhysical Activity and HealthEating Disorders and BehaviorsMobile Health and mHealth Applications
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