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Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis

dc.contributor.authorFernandes, Carla Sílvia
dc.contributor.authorMagalhães, Bruno
dc.contributor.authorLima, Andreia
dc.contributor.authorNóbrega, Perpétua
dc.contributor.authorSilva, Mafalda
dc.contributor.authorSantos, Célia
dc.date.accessioned2023-02-28T17:18:16Z
dc.date.available2023-02-28T17:18:16Z
dc.date.issued2022
dc.description.abstractExergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.1089/g4h.2021.0229pt_PT
dc.identifier.issn2161-783X
dc.identifier.urihttp://hdl.handle.net/10400.26/43982
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherMary Ann Liebertpt_PT
dc.relation.publisherversionhttps://www.liebertpub.com/doi/full/10.1089/g4h.2021.0229pt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/pt_PT
dc.subjectGamespt_PT
dc.subjectExergamept_PT
dc.subjectMental healthpt_PT
dc.titleImpact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesispt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage368pt_PT
oaire.citation.issue6pt_PT
oaire.citation.startPage355pt_PT
oaire.citation.titleGames for Health Journalpt_PT
oaire.citation.volume11pt_PT
person.familyNameFernandes
person.familyNamede Brito Santos
person.givenNameCarla Sílvia
person.givenNameCélia Samarina Vilaça
person.identifier.ciencia-id071C-71BB-0CAB
person.identifier.ciencia-id1614-EEF7-E4FF
person.identifier.orcid0000-0001-7251-5829
person.identifier.orcid0000-0001-9198-2668
person.identifier.scopus-author-id56656532000
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublication1a01c19d-4551-4d80-bf12-69e5eb737bac
relation.isAuthorOfPublication25ef6764-cdab-4ace-bd8d-a2ef569c5444
relation.isAuthorOfPublication.latestForDiscovery1a01c19d-4551-4d80-bf12-69e5eb737bac

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