{"title":"严肃游戏对无明显认知障碍老年人记忆改善的影响:一项系统回顾和荟萃分析。","authors":"Yue Li, Shasha Li, Haibing Liu, Lijun Xu, Shufang Liao, Jianyi Bao, Yingxue Xi, Xiaofang Song","doi":"10.1089/g4h.2025.0015","DOIUrl":null,"url":null,"abstract":"<p><p>Serious games have been integrated into health care, but their effectiveness in enhancing memory among old adults is not yet unanimously determined. This study aimed to analyze the effect of serious games on memory improvement in older adults without obvious cognitive impairment. We searched six electronic databases. All eligible randomized controlled trials were assessed for risk of bias using the Cochrane Collaboration tool. The meta-analysis was conducted to calculate the effect size using the standardized mean difference (SMD) with 95% confidence interval (CI). A total of 18 studies were included in the systematic review and 16 were in the meta-analysis. Serious games had a significant effect on memory (SMD = 0.35, 95% CI: 0.22-0.47; <i>P</i> < 0.001). In subgroup analyses, serious games were categorized into two types: cognitive training games (SMD = 0.42, 95% CI: 0.26-0.58; <i>P</i> < 0.001) and exergames (SMD = 0.22, 95% CI: 0.01-0.43; <i>P</i> = 0.04). Memory was categorized into three types: visuospatial working memory (SMD = 0.77, 95% CI: 0.54-1.00; <i>P</i> < 0.001), verbal memory (SMD = 0.34, 95% CI: 0.08-0.61; <i>P</i> = 0.01), and working memory (SMD = 0.09, 95% CI: -0.09 to 0.27; <i>P</i> = 0.35). There were two types of control groups: the blank control (SMD = 0.35, 95% CI: 0.15-0.54; <i>P</i> < 0.001) and the active control (SMD = 0.35, 95% CI: 0.18-0.51; <i>P</i> < 0.001). Serious games can improve memory among older adults without obvious cognitive impairment, with varying effects on different memory types.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2000,"publicationDate":"2025-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis.\",\"authors\":\"Yue Li, Shasha Li, Haibing Liu, Lijun Xu, Shufang Liao, Jianyi Bao, Yingxue Xi, Xiaofang Song\",\"doi\":\"10.1089/g4h.2025.0015\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>Serious games have been integrated into health care, but their effectiveness in enhancing memory among old adults is not yet unanimously determined. This study aimed to analyze the effect of serious games on memory improvement in older adults without obvious cognitive impairment. We searched six electronic databases. All eligible randomized controlled trials were assessed for risk of bias using the Cochrane Collaboration tool. The meta-analysis was conducted to calculate the effect size using the standardized mean difference (SMD) with 95% confidence interval (CI). A total of 18 studies were included in the systematic review and 16 were in the meta-analysis. Serious games had a significant effect on memory (SMD = 0.35, 95% CI: 0.22-0.47; <i>P</i> < 0.001). In subgroup analyses, serious games were categorized into two types: cognitive training games (SMD = 0.42, 95% CI: 0.26-0.58; <i>P</i> < 0.001) and exergames (SMD = 0.22, 95% CI: 0.01-0.43; <i>P</i> = 0.04). Memory was categorized into three types: visuospatial working memory (SMD = 0.77, 95% CI: 0.54-1.00; <i>P</i> < 0.001), verbal memory (SMD = 0.34, 95% CI: 0.08-0.61; <i>P</i> = 0.01), and working memory (SMD = 0.09, 95% CI: -0.09 to 0.27; <i>P</i> = 0.35). There were two types of control groups: the blank control (SMD = 0.35, 95% CI: 0.15-0.54; <i>P</i> < 0.001) and the active control (SMD = 0.35, 95% CI: 0.18-0.51; <i>P</i> < 0.001). Serious games can improve memory among older adults without obvious cognitive impairment, with varying effects on different memory types.</p>\",\"PeriodicalId\":47401,\"journal\":{\"name\":\"Games for Health Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2025-06-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games for Health Journal\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1089/g4h.2025.0015\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1089/g4h.2025.0015","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
Effects of Serious Games on Memory Improvement in Older Adults Without Obvious Cognitive Impairment: A Systematic Review and Meta-Analysis.
Serious games have been integrated into health care, but their effectiveness in enhancing memory among old adults is not yet unanimously determined. This study aimed to analyze the effect of serious games on memory improvement in older adults without obvious cognitive impairment. We searched six electronic databases. All eligible randomized controlled trials were assessed for risk of bias using the Cochrane Collaboration tool. The meta-analysis was conducted to calculate the effect size using the standardized mean difference (SMD) with 95% confidence interval (CI). A total of 18 studies were included in the systematic review and 16 were in the meta-analysis. Serious games had a significant effect on memory (SMD = 0.35, 95% CI: 0.22-0.47; P < 0.001). In subgroup analyses, serious games were categorized into two types: cognitive training games (SMD = 0.42, 95% CI: 0.26-0.58; P < 0.001) and exergames (SMD = 0.22, 95% CI: 0.01-0.43; P = 0.04). Memory was categorized into three types: visuospatial working memory (SMD = 0.77, 95% CI: 0.54-1.00; P < 0.001), verbal memory (SMD = 0.34, 95% CI: 0.08-0.61; P = 0.01), and working memory (SMD = 0.09, 95% CI: -0.09 to 0.27; P = 0.35). There were two types of control groups: the blank control (SMD = 0.35, 95% CI: 0.15-0.54; P < 0.001) and the active control (SMD = 0.35, 95% CI: 0.18-0.51; P < 0.001). Serious games can improve memory among older adults without obvious cognitive impairment, with varying effects on different memory types.
期刊介绍:
Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems