Effects of active video games on physical function in independent community-dwelling older adults: A systematic review and meta-analysis
Metadatos
Mostrar el registro completo del ítemAutor
Suleiman Martos, Nora; García Lara, Rubén A.; Albendín García, Luis; Romero Béjar, José Luis; Cañadas De La Fuente, Guillermo Arturo; Gómez Urquiza, Jose LuisEditorial
John Wiley & Sons
Materia
Ageing Exergame Health game Nursing Older adults Physical function
Fecha
2021-12-21Referencia bibliográfica
Suleiman-Martos, N... [et al.] (2021). Effects of active video games on physical function in independent community-dwelling older adults: A systematic review and meta-analysis. Journal of Advanced Nursing, 00, 1– 17. [https://doi.org/10.1111/jan.15138]
Resumen
Aim: To analyse the effects of active video games on physical function in independent
community-dwelling
older adults.
Design: Systematic review and meta-analysis
of randomized controlled trials.
Data sources: The CINAHL, LILACS, Medline, Proquest and Scopus databases were
consulted, with no restriction by year of publication.
Review methods: Preferred Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) guidelines were followed. The meta-analysis
was performed using
RevMan software.
Results: The analysis included 22 randomized controlled trials with a total of 1208
participants (all ≥55 years old). In our meta-analyses,
the effects produced by playing
the active video games (mean differences) were statistically significant for the variables
Gait speed and Timed up-and-
go.
The differences between the control and experimental
groups were not significant in the following tests: 6-minute
walk, 30-second
chair stand, balance (measured with the Berg Balance Scale), cadence, grip strength,
knee extension strength, 8-Foot
Up-and-
Go
or velocity.
Conclusions: Physical exercise from participation in active video games has beneficial
effects on two clinical parameters (Gait speed and Timed up-and-
go)
in independent
community-dwelling
older adults. However, the effects on other parameters do not
differ from those obtained with conventional exercise training. Therefore, the clinical
significance of these benefits is limited.
Impact: Older adults usually perform little physical activity. In consequence, researchers
have increasingly considered alternatives to traditional forms of exercise. One
such is that provided by active video games, which can be a source of stimulation, encouraging
adherence and motivation in exercise programmes. Our review shows that
active video games can improve gait speed and mobility, but in other respects obtain
no differences from conventional exercises. Further tailored randomized clinical trials should be undertaken with diverse populations of older adults to evaluate different
physical function variables to determine the most appropriate training approach and
its optimal design and duration.