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A randomized controlled pilot study of a cognitive–behavioral video game intervention for the promotion of active aging

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http://hdl.handle.net/2183/38780
Atribución-NoComercial-SinDerivadas 3.0 España
Except where otherwise noted, this item's license is described as Atribución-NoComercial-SinDerivadas 3.0 España
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Title
A randomized controlled pilot study of a cognitive–behavioral video game intervention for the promotion of active aging
Author(s)
Otero, Patricia
Cotardo, Tania
Blanco Seoane, Vanessa
Torres, Ángela J.
Simón, M. A.
Bueno, Ana M.
Vázquez, Fernando L.
Date
2024
Citation
Otero, P., Cotardo, T., Blanco, V., Torres, Á. J., Simón, M. A., Bueno, A. M., & Vázquez, F. L. (2024). A randomized controlled pilot study of a cognitive–behavioral video game intervention for the promotion of active aging. Digital Health, 10. https://doi.org/10.1177/20552076241233139
Abstract
[Abstract] Background: Due to the accessibility barriers of in-person programs for active aging, the development of programs that use innovative technologies is needed. Video games can be an engaging tool for disseminating active aging interventions. Objective: The objective of this pilot study was to analyze the feasibility of a cognitive–behavioral intervention to promote active aging administered through a video game. Methods: Fifty-five participants (63.6% women, mean age =53.0 years) were randomly assigned to a cognitive–behavioral intervention to promote active aging administered through an interactive multimedia online video game with a complementary app (CBI-V; n=29) or to a control group that received nonspecific online information (CG; n=26). Results: Only 3.6% of the participants dropped out of the study (6.9% in CBI-V and 0.0% in CG; without significant differences between groups). The mean number of modules completed was 7.6 (SD=0.9) out of 8 in the CBI-V and 7.9 (SD=0.5) in the control group (CG), without significant between-group differences. In the CBI-V, the mean total time dedicated to the game was 516.8 min (SD=94.3), including 143.2 min (SD=31.6) of cognitive training tasks, and the mean of completed tasks was 206.2 (SD=33.7) out of 259. Participants were highly engaged (M=39.9, SD=8.6) and satisfied (M=25.8, SD=4.5) with the intervention. After the intervention, the CBI-V group significantly improved on SF-36 dimensions of General Health (p=.0386), Vitality (p=.0283), Social Functioning (p=.0130), and Physical Summary Index (p=.0370) compared to the CG, with medium effect sizes (d=0.56–0.75). Conclusions: The results demonstrate the feasibility of the video game intervention to promote active aging and encourage conducting a large-scale randomized controlled trial.
Keywords
Active aging
Video games
Cognitive–behavioral intervention
Graphic adventure
Smartphone app
 
Editor version
https://doi.org/10.1177/20552076241233139
Rights
Atribución-NoComercial-SinDerivadas 3.0 España
ISSN
2055-2076

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