Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/81149
Title: The social effects of exergames on older adults : systematic review and metric analysis
Authors: Li, Jinhui
Erdt, Mojisola
Chen, Luxi
Theng, Yin-Leng
Cao, Yuanyuan
Lee, Shan-Qi
Keywords: Active Video Games
Ageing
DRNTU::Social sciences::Sociology
Issue Date: 2018
Source: Li, 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-. doi:10.2196/10486
Series/Report no.: Journal of Medical Internet Research
Abstract: Background: 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.
URI: https://hdl.handle.net/10356/81149
http://hdl.handle.net/10220/48170
ISSN: 1439-4456
DOI: 10.2196/10486
Rights: © 2018 Jinhui Li, Mojisola Erdt, Luxi Chen, Yuanyuan Cao, Shan-Qi Lee, Yin-Leng Theng. Originally published in the Journal of Medical Internet Research (http://www.jmir.org). This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.
Fulltext Permission: open
Fulltext Availability: With Fulltext
Appears in Collections:WKWSCI Journal Articles

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