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数字视频游戏对老年人群体的健康益处:系统评价。

Health Benefits of Digital Videogames for the Aging Population: A Systematic Review.

机构信息

Department of Computer Science and Software Engineering, Xi'an Jiaotong-Liverpool University, Suzhou, China.

Department of Information Technology, Otago Polytechnic Auckland International Campus, Auckland, New Zealand.

出版信息

Games Health J. 2020 Dec;9(6):389-404. doi: 10.1089/g4h.2019.0130. Epub 2020 Jun 24.

DOI:10.1089/g4h.2019.0130
PMID:32589482
Abstract

This article presents the results of a systematic review of the latest, state-of-the-art research on videogames designed for older adults (i.e., those aged 65 or older) and the health benefits derived from playing these games. Findings from each study that met the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors and benefits among these older adults. Five databases (PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, and Google Scholar) were searched for studies that evaluated interventions of videogames for older adults aged 65 and older. The initial search yielded 806 articles. After evaluating them against the inclusion criteria, 23 studies remained. Out of the 23 studies we reviewed, 20 reported the significant impact of videogame interventions on the elderly's physical health. In addition, 14 studies reported effects on the elderly's mental health. Exergame is the most popular type of game used in these videogame-based interventions. This review also includes the details of study design (e.g., type of intervention, length, frequency), population sample, and measurements used in the studies. This systematic review demonstrates that videogame-based interventions are helpful in promoting physical health (i.e., balance, mobility, strength, physical fitness, and walking performance/gait parameters) and mental health (i.e., balance confidence, executive functions, reaction time, and processing speed) among older adults. It can also be used by researchers in this field to inform their design decisions. We have listed guidelines that can be used to frame future research in the area and enhance its quality.

摘要

本文呈现了一项针对专为老年人(即 65 岁或以上)设计的视频游戏的最新、最先进的研究的系统评价结果,以及从这些游戏中获得的健康益处。对符合纳入标准的每项研究的结果进行了分析和总结,得出了一些主题,以确定数字游戏在促进这些老年人的健康行为和益处方面的影响。我们在五个数据库(PubMed、ScienceDirect、IEEE Xplore、ACM Digital Library 和 Google Scholar)中搜索了评估 65 岁及以上老年人视频游戏干预措施的研究。最初的搜索产生了 806 篇文章。在根据纳入标准对它们进行评估后,有 23 项研究仍然存在。在我们回顾的 23 项研究中,有 20 项报告了视频游戏干预对老年人身体健康的显著影响。此外,14 项研究报告了对老年人心理健康的影响。健身游戏是这些基于视频游戏的干预措施中使用最广泛的游戏类型。这篇综述还包括研究设计(如干预类型、时长、频率)、人群样本和研究中使用的测量方法的详细信息。这项系统评价表明,基于视频游戏的干预措施有助于促进老年人的身体健康(即平衡、移动性、力量、身体适应性和步行表现/步态参数)和心理健康(即平衡信心、执行功能、反应时间和处理速度)。它也可以被该领域的研究人员用来为他们的设计决策提供信息。我们列出了可以用来制定该领域未来研究并提高其质量的指导方针。

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