2012
DOI: 10.1016/j.amepre.2012.02.023
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Role of Video Games in Improving Health-Related Outcomes

Abstract: Context Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it may also be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Cent… Show more

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Cited by 406 publications
(263 citation statements)
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“…Exercise through video games, socalled exergames, is used progressively more to increase physical activity and improve health and physical function in older adults (1,(3)(4)(5), and there is growing interest in using exergames as a potential rehabilitation tool to facilitate specific exercises in different clinical groups (6)(7)(8). Studies suggest that exergaming promotes improvements in mobility (9,10), muscular strength of the lower limbs (11), balance control (2,12,13), and cognition (14) in older adults.…”
Section: Introductionmentioning
confidence: 99%
“…Exercise through video games, socalled exergames, is used progressively more to increase physical activity and improve health and physical function in older adults (1,(3)(4)(5), and there is growing interest in using exergames as a potential rehabilitation tool to facilitate specific exercises in different clinical groups (6)(7)(8). Studies suggest that exergaming promotes improvements in mobility (9,10), muscular strength of the lower limbs (11), balance control (2,12,13), and cognition (14) in older adults.…”
Section: Introductionmentioning
confidence: 99%
“…Internet addiction, for example, appeared in the medical literature in 1995 2 . Problematic/addictive use of video games has been mentioned more recently, although games have been studied for decades in relation to other topics in user behavior such as aggression/violent content, education and therapeutic use [3][4][5][6][7][8] .…”
Section: Introductionmentioning
confidence: 99%
“…Video gaming begins in early childhood and continues through adulthood [2,3]. Video games can be a modality for instruction and clinical intervention [4,5], when written for these purposes. Video games facilitate cognitive development [6].…”
mentioning
confidence: 99%