The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis
BackgroundThe decline in performance of older people includes balance function, physical function, and fear of falling and depression. General cognitive function decline is described in terms of processing speed, working memory, attention, and executive functioning, and video...
Main Authors: | , , , , , , , , , |
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Format: | Article |
Language: | English |
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JMIR Publications
2021-12-01
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Series: | JMIR Serious Games |
Online Access: | https://games.jmir.org/2021/4/e27058 |
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author | Chao Yang Xiaolei Han Mingxue Jin Jianhui Xu Yiren Wang Yajun Zhang Chonglong Xu Yingshi Zhang Enshi Jin Chengzhe Piao |
author_facet | Chao Yang Xiaolei Han Mingxue Jin Jianhui Xu Yiren Wang Yajun Zhang Chonglong Xu Yingshi Zhang Enshi Jin Chengzhe Piao |
author_sort | Chao Yang |
collection | DOAJ |
description |
BackgroundThe decline in performance of older people includes balance function, physical function, and fear of falling and depression. General cognitive function decline is described in terms of processing speed, working memory, attention, and executive functioning, and video game interventions may be effective.
ObjectiveThis study evaluates the effect of video game interventions on performance and cognitive function in older participants in terms of 6 indicators: balance function, executive function, general cognitive function, physical function, processing speed, and fear of falling and depression.
MethodsElectronic databases were searched for studies from inception to June 30, 2020. Randomized controlled trials and case-controlled trials comparing video game interventions versus nonvideo game control in terms of performance and cognitive function outcomes were incorporated into a Bayesian network meta-analysis. All data were continuous variables.
ResultsIn total, 47 studies (3244 participants) were included. In pairwise meta-analysis, compared with nonvideo game control, video game interventions improved processing speed, general cognitive function, and depression scores. In the Bayesian network meta-analysis, interventions with video games improved balance function time (standardized mean difference [SMD] –3.34, 95% credible interval [CrI] –5.54 to –2.56), the cognitive function score (SMD 1.23, 95% CrI 0.82-1.86), processing speed time (SMD –0.29, 95% CrI –0.49 to –0.08), and processing speed number (SMD 0.72, 95% CrI 0.36-1.09), similar to the pairwise meta-analysis. Interventions with video games with strong visual senses and good interactivity ranked first, and these might be more beneficial for the elderly.
ConclusionsOur comprehensive Bayesian network meta-analysis provides evidence that video game interventions could be considered for the elderly for improving performance and cognitive function, especially general cognitive scores and processing speed. Games with better interactivity and visual stimulation have better curative effects. Based on the available evidence, we recommend video game interventions for the elderly.
Trial RegistrationPROSPERO CRD42020197158; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=197158 |
first_indexed | 2024-03-12T12:59:38Z |
format | Article |
id | doaj.art-88cf188c8c2445b6b5162d1321107522 |
institution | Directory Open Access Journal |
issn | 2291-9279 |
language | English |
last_indexed | 2024-03-12T12:59:38Z |
publishDate | 2021-12-01 |
publisher | JMIR Publications |
record_format | Article |
series | JMIR Serious Games |
spelling | doaj.art-88cf188c8c2445b6b5162d13211075222023-08-28T20:05:20ZengJMIR PublicationsJMIR Serious Games2291-92792021-12-0194e2705810.2196/27058The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysisChao Yanghttps://orcid.org/0000-0001-7803-7223Xiaolei Hanhttps://orcid.org/0000-0003-1492-627XMingxue Jinhttps://orcid.org/0000-0002-3857-5964Jianhui Xuhttps://orcid.org/0000-0001-8263-8443Yiren Wanghttps://orcid.org/0000-0003-2470-8866Yajun Zhanghttps://orcid.org/0000-0001-7399-100XChonglong Xuhttps://orcid.org/0000-0001-5037-579XYingshi Zhanghttps://orcid.org/0000-0003-3101-6497Enshi Jinhttps://orcid.org/0000-0002-2812-4975Chengzhe Piaohttps://orcid.org/0000-0001-8712-3676 BackgroundThe decline in performance of older people includes balance function, physical function, and fear of falling and depression. General cognitive function decline is described in terms of processing speed, working memory, attention, and executive functioning, and video game interventions may be effective. ObjectiveThis study evaluates the effect of video game interventions on performance and cognitive function in older participants in terms of 6 indicators: balance function, executive function, general cognitive function, physical function, processing speed, and fear of falling and depression. MethodsElectronic databases were searched for studies from inception to June 30, 2020. Randomized controlled trials and case-controlled trials comparing video game interventions versus nonvideo game control in terms of performance and cognitive function outcomes were incorporated into a Bayesian network meta-analysis. All data were continuous variables. ResultsIn total, 47 studies (3244 participants) were included. In pairwise meta-analysis, compared with nonvideo game control, video game interventions improved processing speed, general cognitive function, and depression scores. In the Bayesian network meta-analysis, interventions with video games improved balance function time (standardized mean difference [SMD] –3.34, 95% credible interval [CrI] –5.54 to –2.56), the cognitive function score (SMD 1.23, 95% CrI 0.82-1.86), processing speed time (SMD –0.29, 95% CrI –0.49 to –0.08), and processing speed number (SMD 0.72, 95% CrI 0.36-1.09), similar to the pairwise meta-analysis. Interventions with video games with strong visual senses and good interactivity ranked first, and these might be more beneficial for the elderly. ConclusionsOur comprehensive Bayesian network meta-analysis provides evidence that video game interventions could be considered for the elderly for improving performance and cognitive function, especially general cognitive scores and processing speed. Games with better interactivity and visual stimulation have better curative effects. Based on the available evidence, we recommend video game interventions for the elderly. Trial RegistrationPROSPERO CRD42020197158; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=197158https://games.jmir.org/2021/4/e27058 |
spellingShingle | Chao Yang Xiaolei Han Mingxue Jin Jianhui Xu Yiren Wang Yajun Zhang Chonglong Xu Yingshi Zhang Enshi Jin Chengzhe Piao The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis JMIR Serious Games |
title | The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis |
title_full | The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis |
title_fullStr | The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis |
title_full_unstemmed | The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis |
title_short | The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis |
title_sort | effect of video game based interventions on performance and cognitive function in older adults bayesian network meta analysis |
url | https://games.jmir.org/2021/4/e27058 |
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