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Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis

机译:基于视频游戏的有效性的疗效进行活跃老化。系统文献综述和荟萃分析

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摘要

BackgroundDue to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of potential moderator variables.MethodsA systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previous reviews and meta-analyses were used to identify randomized controlled trials (RCT) of video game-based interventions for active aging published through February 28, 2018. An evaluation of the methodological quality of the articles and a meta-analysis and moderator analysis was conducted.ResultsA total of 22 articles depicting 21 RCT with 1125 participants were included. The results indicated that video game-based interventions produced positive effects on objectively measured physical health, negative affect and social health, with small effect sizes (d = 0.41, d = 0.26 and d = 0.40, respectively). The magnitude of this effect was moderated by the presence of subclinical conditions of participants, the type of game (exergames), the presence of physical activity, the type of prevention (indicated), non-blinded assignation, and older age of participants. The methodological quality of the studies was acceptable, the weakest area being external validity.ConclusionThese finding indicate that video game-based interventions may assist adults in leading active aging processes and preventing secondary aging. Although more research is needed, video game-based interventions are a promising and accessible tool for active aging promotion.
机译:背景为吸引力和最近的视频游戏技术进步,游戏作为主动老化的干预工具获得了兴趣。该系统文献综述和荟萃分析的目的是确定视频游戏的有效性,并检查潜在的主持人变量的影响。使用以下数据库完成了潜在的主持人变量的影响。使用以下数据库,Medline,Psycinfo,Embase,Cinahl和Cinahl和Cochrane中央寄存器的受控试验。此外,以前的评论和荟萃分析来识别视频游戏为基础的干预的随机对照试验(RCT),通过2月28日,2018年的文章的方法学质量和荟萃分析评估和发布的积极的老龄化进行了主持人分析。包括22篇文章的总共22篇,其中包括1125名参与者的21个RCT。结果表明,基于视频游戏的干预措施对客观测量的身体健康,负面影响和社会健康产生了积极影响,效果大小(d = 0.41,d = 0.26和d = 0.40)。通过参与者的亚临床条件,游戏类型(Exergames),身体活动的存在,身体活动的存在,预防类型,非盲目的分配和参与者的年龄的效果的大小进行了调节。研究的方法论质量是可以接受的,最弱的区域是外部有效性。结论这些发现表明基于视频游戏的干预措施可以帮助成人在主要的活性老化过程和预防二次衰老中。尽管需要更多的研究,但基于视频游戏的干预是有希望的衰老促销的有希望和可访问的工具。

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