2018
DOI: 10.1371/journal.pone.0208192
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Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis

Abstract: BackgroundDue to the appeal and recent technological advances of video games, the games have gained interest as an intervention tool for active aging. The aim of this systematic literature review and meta-analysis was to determine the efficacy of video games for active aging and to examine the influence of potential moderator variables.MethodsA systematic search was done using the following databases: Medline, PsycINFO, EMBASE, CINAHL and the Cochrane Central Register of Controlled Trials. In addition, previou… Show more

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Cited by 50 publications
(37 citation statements)
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References 84 publications
(265 reference statements)
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“…This effect size is the minimum needed to reach meaningful clinical change and is consistent with the smallest effect size found in a previous meta-analysis of video game-based interventions for active aging [19]. Specifically, an effect size of 0.26 for the mood outcome in active aging video game-based interventions was the smallest effect size identified [19]. To safeguard against an estimated 8% attrition rate [19], a minimum of 274 in each group must be recruited, which means 548 participants in total (550 approximately).…”
Section: Methodssupporting
confidence: 89%
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“…This effect size is the minimum needed to reach meaningful clinical change and is consistent with the smallest effect size found in a previous meta-analysis of video game-based interventions for active aging [19]. Specifically, an effect size of 0.26 for the mood outcome in active aging video game-based interventions was the smallest effect size identified [19]. To safeguard against an estimated 8% attrition rate [19], a minimum of 274 in each group must be recruited, which means 548 participants in total (550 approximately).…”
Section: Methodssupporting
confidence: 89%
“…Assuming a two-tailed test, α of 0.05, a power (1 − β) of 0.80, and a proportion of subjects in each group of 0.5, we estimated that a sample size of 253 participants per group will be required to detect a small effect size of 0.25. This effect size is the minimum needed to reach meaningful clinical change and is consistent with the smallest effect size found in a previous meta-analysis of video game-based interventions for active aging [19]. Specifically, an effect size of 0.26 for the mood outcome in active aging video game-based interventions was the smallest effect size identified [19].…”
Section: Methodssupporting
confidence: 86%
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“…The intra-and inter-evaluator agreement for all categories was exact (¯κ = 1). Also, one of the evaluators had a high degree of agreement (concordance) with the other evaluators in the categorical analysis for a previous meta-analysis (Vázquez et al (2018), indicating a high degree of inter-contextual consistency. These findings demonstrate a high degree of fidelity in the coding (Monteiro, Vázquez, Seijo, & Arce, 2018).…”
Section: •Data Extraction (Selection and Coding)mentioning
confidence: 75%