Mostrar o rexistro simple do ítem

dc.contributor.authorVázquez, Fernando L.
dc.contributor.authorOtero, Patricia
dc.contributor.authorGarcía-Casal, J. Antonio
dc.contributor.authorBlanco Seoane, Vanessa
dc.contributor.authorTorres, Ángela J.
dc.contributor.authorArrojo, Manuel
dc.date.accessioned2024-02-02T11:50:22Z
dc.date.available2024-02-02T11:50:22Z
dc.date.issued2018-12-11
dc.identifier.citationVázquez FL, Otero P, García-Casal JA, Blanco V, Torres ÁJ, Arrojo M (2018) Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis. PLoS ONE 13(12): e0208192. https://doi.org/10.1371/journal.pone.0208192es_ES
dc.identifier.issn1932-6203
dc.identifier.urihttp://hdl.handle.net/2183/35355
dc.description.abstract[Abstract] Background. Due 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. Methods. A 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. Results. A 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. Conclusion. These 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.es_ES
dc.description.sponsorshipThis study was funded by Center for Industrial Technological Development and the European Regional Development Fund (Grant: EXP- 00091195 / ITC-20161137 to FLV)es_ES
dc.description.sponsorshipIndustrial Technological Development and the European Regional Development Fund; EXP- 00091195 / ITC-20161137es_ES
dc.language.isoenges_ES
dc.publisherPublic Library of Sciencees_ES
dc.relation.urihttps://doi.org/10.1371/journal.pone.0208192es_ES
dc.rightsAtribución 3.0 Españaes_ES
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.subjectVideo gameses_ES
dc.subjectActive aginges_ES
dc.titleEfficacy of video game-based interventions for active aging. A systematic literature review and meta-analysises_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessinfo:eu-repo/semantics/openAccesses_ES
UDC.journalTitlePLos ONEes_ES
UDC.volume13es_ES
UDC.issue12es_ES
UDC.startPagee0208192es_ES


Ficheiros no ítem

Thumbnail
Thumbnail

Este ítem aparece na(s) seguinte(s) colección(s)

Mostrar o rexistro simple do ítem