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Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials

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dc.contributor.authorKim, Yesol-
dc.contributor.authorHong, Soomin-
dc.contributor.authorChoi, Mona-
dc.date.accessioned2022-12-22T04:10:31Z-
dc.date.available2022-12-22T04:10:31Z-
dc.date.created2023-01-27-
dc.date.issued2022-09-
dc.identifier.issn1439-4456-
dc.identifier.urihttps://ir.ymlib.yonsei.ac.kr/handle/22282913/192064-
dc.description.abstractBackground: Depression is a severe psychological concern that negatively affects health in older adults. Serious games applied in various fields are considered appropriate interventions, especially in mental health care. However, there is a lack of evidence regarding the effects of serious games on depression in older adults. Objective: This study aimed to investigate the characteristics and effectiveness of serious games for depression in older adults. Methods: A systematic review and meta-analysis of randomized controlled trials were conducted. In total, 5 electronic databases (PubMed, CINAHL, Embase, PsycINFO, and Cochrane Library) were searched to identify relevant studies published until July 6, 2021. A total of 2 reviewers independently conducted study selection, data extraction, and quality appraisals. The risk of bias in the included studies was assessed using the JBI Critical Appraisal Checklist. For the meta-analysis, the effect size was calculated as the standardized mean difference (SMD) by using a random effects model. Results: A total of 17 studies with 1280 older adults were included in the systematic review, and 15 studies were included in the meta-analysis. Serious game interventions were classified into 3 types: physical activity (PA), cognitive function, and both PA and cognitive function. The meta-analysis demonstrated that serious games reduced depression in older adults (SMD -0.54, 95% CI -0.79 to -0.29; P<.001). Serious games had a more significant effect size in community or home settings (SMD -0.61, 95% CI -0.95 to -0.26; P<.001) than in hospital settings (SMD -0.46, 95% CI -0.85 to -0.08; P=.02); however, the difference between groups was not significant. Among the types of games, games for PA (SMD -0.60, 95% CI -0.95 to -0.25; P<.001) and games for both (SMD -0.73, 95% CI -1.29 to -0.17; P=.01) had a significant effect on reducing depression in older adults. However, no significant correlations were observed between the duration or number of serious games and depression. Conclusions: Serious games were beneficial in reducing depression in older adults. Regardless of the study setting, serious games appeared to reduce depression. Particularly, serious games including PA had a significant impact on reducing depression. Furthermore, high-quality randomized controlled trials are needed to establish substantial evidence for the effectiveness of serious games on depression in older adults.-
dc.description.statementOfResponsibilityopen-
dc.languageEnglish-
dc.publisherJMIR Publications-
dc.relation.isPartOfJOURNAL OF MEDICAL INTERNET RESEARCH-
dc.relation.isPartOfJOURNAL OF MEDICAL INTERNET RESEARCH-
dc.rightsCC BY-NC-ND 2.0 KR-
dc.titleEffects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials-
dc.typeArticle-
dc.contributor.collegeCollege of Nursing (간호대학)-
dc.contributor.departmentDept. of Nursing (간호학과)-
dc.contributor.googleauthorKim, Yesol-
dc.contributor.googleauthorHong, Soomin-
dc.contributor.googleauthorChoi, Mona-
dc.identifier.doi10.2196/37753-
dc.relation.journalcodeJ02879-
dc.identifier.eissn1438-8871-
dc.identifier.pmid36066964-
dc.subject.keywordeffectiveness-
dc.subject.keywordserious game-
dc.subject.keywordexergaming-
dc.subject.keywordvideo games-
dc.subject.keywordvirtual reality-
dc.subject.keyworddepression-
dc.subject.keywordolder adults-
dc.subject.keywordsystematic review-
dc.subject.keywordmeta-analysis-
dc.subject.keywordmobile phone-
dc.contributor.alternativeNameChoi, Mona-
dc.contributor.affiliatedAuthorKim, Yesol-
dc.contributor.affiliatedAuthorHong, Soomin-
dc.contributor.affiliatedAuthorChoi, Mona-
dc.identifier.scopusid2-s2.0-85137746017-
dc.identifier.wosid000862896700008-
dc.citation.volume24-
dc.citation.number9-
dc.identifier.bibliographicCitationJOURNAL OF MEDICAL INTERNET RESEARCH, Vol.24(9), 2022-09-
dc.identifier.rimsid77180-
dc.type.rimsART-
dc.description.journalClass1-
dc.description.journalClass1-
dc.subject.keywordAuthoreffectiveness-
dc.subject.keywordAuthorserious game-
dc.subject.keywordAuthorexergaming-
dc.subject.keywordAuthorvideo games-
dc.subject.keywordAuthorvirtual reality-
dc.subject.keywordAuthordepression-
dc.subject.keywordAuthorolder adults-
dc.subject.keywordAuthorsystematic review-
dc.subject.keywordAuthormeta-analysis-
dc.subject.keywordAuthormobile phone-
dc.subject.keywordPlusINTERVENTIONS-
dc.subject.keywordPlusEXERGAMES-
dc.subject.keywordPlusHEALTH-
dc.subject.keywordPlusREHABILITATION-
dc.subject.keywordPlusTECHNOLOGY-
dc.subject.keywordPlusLIFE-
dc.type.docTypeReview-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalWebOfScienceCategoryHealth Care Sciences & Services-
dc.relation.journalWebOfScienceCategoryMedical Informatics-
dc.relation.journalResearchAreaHealth Care Sciences & Services-
dc.relation.journalResearchAreaMedical Informatics-
dc.identifier.articlenoe37753-
Appears in Collections:
3. College of Nursing (간호대학) > Dept. of Nursing (간호학과) > 1. Journal Papers

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