Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis.

IF 5 Q1 GERIATRICS & GERONTOLOGY
JMIR Aging Pub Date : 2025-06-12 DOI:10.2196/72559
Javier Bravo-Aparicio, Iria Trillo-Charlín, Juan Avendaño-Coy, Hector Beltran-Alacreu
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引用次数: 0

Abstract

Background: Sedentary behavior is highly prevalent among older adults, with adherence to exercise being a major challenge. Exercise offers substantial physical, psychological, and social benefits, but enjoyment is a key factor influencing adherence. Technology-based interventions have shown promise in enhancing motivation and participation, demonstrating higher adherence rates than conventional treatments, although challenges such as motivation loss and technological barriers persist. This review evaluates the effectiveness of active video game interventions on enjoyment and satisfaction in older adults.

Objective: This systematic review and meta-analysis aims to determine whether active video games are superior to other interventions in generating greater enjoyment or satisfaction in older adults.

Methods: PubMed, Cochrane, PEDro, SPORTDiscus, CINAHL, Web of Science, and Scopus databases were searched from inception to September 30, 2024, to identify randomized clinical trials or crossover studies. The primary outcome was enjoyment or satisfaction, assessed using various scales, including the Physical Activity Enjoyment Scale, Intrinsic Motivation Inventory, User Satisfaction Questionnaire, and Likert-type scoring scales. Secondary outcomes included adherence rates and adverse effects. Cochrane Risk of Bias 2 tool was used to evaluate the risk of bias.

Results: Five studies were included in the quantitative analysis. The results indicated a significant improvement in enjoyment or satisfaction compared to the control groups (standardized mean difference 0.34, 95% CI 0.05-0.64; P=.02; I2=24%), although the effect size was small. Secondary outcomes could not be analyzed due to insufficient data in the selected studies.

Conclusions: Active video game interventions may improve enjoyment and satisfaction in older adults, but the evidence remains of low certainty.

游戏化对老年人享受和满意度的影响:系统回顾和荟萃分析。
背景:久坐行为在老年人中非常普遍,坚持锻炼是一个主要挑战。锻炼对身体、心理和社会都有很大的好处,但享受是影响坚持的关键因素。尽管动力丧失和技术障碍等挑战仍然存在,但基于技术的干预措施在增强动机和参与方面显示出了希望,显示出比传统治疗更高的依从率。本综述评估了积极电子游戏干预对老年人享受和满意度的有效性。目的:本系统回顾和荟萃分析旨在确定主动电子游戏是否优于其他干预措施,在老年人中产生更大的乐趣或满足感。方法:检索PubMed、Cochrane、PEDro、SPORTDiscus、CINAHL、Web of Science、Scopus等数据库,检索时间自成立至2024年9月30日,以确定随机临床试验或交叉研究。主要结果是享受或满意度,使用各种量表进行评估,包括体育活动享受量表、内在动机量表、用户满意度问卷和李克特式评分量表。次要结局包括依从率和不良反应。采用Cochrane Risk of Bias 2工具评价偏倚风险。结果:5项研究纳入定量分析。结果显示,与对照组相比,享受或满意度有显著提高(标准化平均差0.34,95% CI 0.05-0.64;P = .02点;I2=24%),尽管效应量很小。由于所选研究的数据不足,无法分析次要结局。结论:积极的电子游戏干预可以提高老年人的享受和满意度,但证据仍然是不确定的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Aging
JMIR Aging Social Sciences-Health (social science)
CiteScore
6.50
自引率
4.10%
发文量
71
审稿时长
12 weeks
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