Please use this identifier to cite or link to this item: https://doi.org/10.2196/10486
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dc.titleThe social effects of exergames on older adults: Systematic review and metric analysis
dc.contributor.authorLi, J.
dc.contributor.authorErdt, M.
dc.contributor.authorChen, L.
dc.contributor.authorCao, Y.
dc.contributor.authorLee, S.-Q.
dc.contributor.authorTheng, Y.-L.
dc.date.accessioned2021-12-22T09:20:18Z
dc.date.available2021-12-22T09:20:18Z
dc.date.issued2018
dc.identifier.citationLi, J., Erdt, M., Chen, L., Cao, Y., Lee, S.-Q., Theng, Y.-L. (2018). The social effects of exergames on older adults: Systematic review and metric analysis. Journal of Medical Internet Research 20 (6) : e10486. ScholarBank@NUS Repository. https://doi.org/10.2196/10486
dc.identifier.issn1438-8871
dc.identifier.urihttps://scholarbank.nus.edu.sg/handle/10635/211683
dc.description.abstractBackground: Recently, many studies have been conducted to investigate the effects of exergames on the social well-being of older adults. Objective: The aim of this paper is to synthesize existing studies and provide an overall picture on the social effects of exergames on older adults. Methods: A comprehensive literature search with inclusive criteria was conducted in major social science bibliographic databases. The characteristics of exergames, participants, methodology, as well as outcome measurements were extracted from the relevant studies included in the review. The bibliometric and altmetric outreach of the included studies were also investigated. Results: A total of 10 studies were included in the review, with 8 studies having used the Nintendo Wii platform. Most of the studies recruited healthy older adults from local communities or senior activity centers. Three groups of social-related outcomes have been identified, including emotion-related, behavior-related, and attitude-related outcomes. A metric analysis has shown that the emotion-related and behavior-related outcomes received high attention from both the academic community and social media platforms. Conclusions: Overall, the majority of exergame studies demonstrated promising results for enhanced social well-being, such as reduction of loneliness, increased social connection, and positive attitudes towards others. The paper also provided implications for health care researchers and exergame designers. © Jinhui Li, Mojisola Erdt, Luxi Chen, Yuanyuan Cao, Shan-Qi Lee, Yin-Leng Theng.
dc.publisherJMIR Publications Inc.
dc.rightsAttribution 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.sourceScopus OA2018
dc.subjectActive video games
dc.subjectAgeing
dc.subjectCitation analysis
dc.subjectLiterature review
dc.subjectPsychosocial well-being
dc.typeReview
dc.contributor.departmentCANCER SCIENCE INSTITUTE OF SINGAPORE
dc.description.doi10.2196/10486
dc.description.sourcetitleJournal of Medical Internet Research
dc.description.volume20
dc.description.issue6
dc.description.pagee10486
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