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A randomized controlled pilot study of a cognitive–behavioral video game intervention for the promotion of active aging
dc.contributor.author | Otero, Patricia | |
dc.contributor.author | Cotardo, Tania | |
dc.contributor.author | Blanco Seoane, Vanessa | |
dc.contributor.author | Torres, Ángela J. | |
dc.contributor.author | Simón, Miguel A. | |
dc.contributor.author | Bueno, Ana M. | |
dc.contributor.author | Vázquez, Fernando L. | |
dc.date.accessioned | 2024-08-30T10:58:03Z | |
dc.date.available | 2024-08-30T10:58:03Z | |
dc.date.issued | 2024 | |
dc.identifier.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 | es_ES |
dc.identifier.issn | 2055-2076 | |
dc.identifier.uri | http://hdl.handle.net/2183/38780 | |
dc.description.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. | es_ES |
dc.language.iso | eng | es_ES |
dc.publisher | Sage Journals | es_ES |
dc.relation | eu-repo/grantAgreement/AEI/Programa Estatal de Generación de Conocimiento y Fortalecimiento Científico y Tecnológico del Sistema de I+D+i/PID2019–105052RB-I00/ES/DESARROLLO Y EVALUACION DE UNA INTERVENCION PSICOLOGICA EN VIDEOJUEGO PARA LA PROMOCION DEL ENVEJECIMIENTO ACTIVO | es_ES |
dc.relation.uri | https://doi.org/10.1177/20552076241233139 | es_ES |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 España | es_ES |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/es/ | * |
dc.subject | Active aging | es_ES |
dc.subject | Video games | es_ES |
dc.subject | Cognitive–behavioral intervention | es_ES |
dc.subject | Graphic adventure | es_ES |
dc.subject | Smartphone app | es_ES |
dc.title | A randomized controlled pilot study of a cognitive–behavioral video game intervention for the promotion of active aging | es_ES |
dc.type | info:eu-repo/semantics/article | es_ES |
dc.rights.access | info:eu-repo/semantics/openAccess | es_ES |
UDC.journalTitle | Digital Health | es_ES |
UDC.volume | 10 | es_ES |
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