Development of a Videogame for the Promotion of Active Aging Through Depression Prevention, Healthy Lifestyle Habits, and Cognitive Stimulation for Middle-to-Older Aged Adults.

Autor: Otero P; Department of Psychology, University of A Coruña, A Coruña, Spain., Cotardo T; Department of Clinical Psychology and Psychobiology, University of Santiago de Compostela, Santiago de Compostela, Spain., Blanco V; Department of Evolutionary and Educational Psychology, University of Santiago de Compostela, Santiago de Compostela, Spain., Vázquez FL; Department of Clinical Psychology and Psychobiology, University of Santiago de Compostela, Santiago de Compostela, Spain.
Jazyk: angličtina
Zdroj: Games for health journal [Games Health J] 2021 Aug; Vol. 10 (4), pp. 264-274. Date of Electronic Publication: 2021 Jul 20.
DOI: 10.1089/g4h.2020.0165
Abstrakt: Objective: The objective of this pilot study was to analyze the efficacy on perceived health and the feasibility of a multicomponent psychological intervention to promote active aging through depression prevention, healthy lifestyle habits, and cognitive stimulation in middle-to-older adulthood administered through an interactive multimedia online videogame with a complementary smartphone app. Materials and Methods: Twenty-five participants from the general population aged 45 or older with computer and smartphone access and no difficulties in communication, sensory or mental health condition (64.0% women, mean age 54.9 years) participated in the intervention, which consisted of eight modules with tasks between sessions. The multicomponent intervention consisted of three components (depression prevention, healthy lifestyle habits, and cognitive stimulation) and was administered using an interactive online multimedia videogame (graphic adventure type), with a complementary smartphone app. Perceived health, dropouts, adherence to the intervention (performed modules and completed intersession tasks), and engagement were independently assessed. Results: After the intervention, participants exhibited significant improvement in their scores for General Health, Physical Functioning, Social Functioning, and Mental Health, with effect sizes ranging from small ( d  = 0.38) to medium ( d  = 0.59). The dropout rate was only 8%. The mean number of completed modules was 7.5 (SD = 1.8), and the mean number of tasks performed was 232.4 (out of 259) (SD = 15.4). Participants were highly satisfied ( M  = 27.7; SD = 3.1) and engaged ( M  = 42.7; SD = 4.7) with the intervention. Conclusion: The results support the efficacy and feasibility of using the videogame to promote active aging, and they encourage further evaluation through a randomized-controlled clinical trial. ClinicalTrials.gov NCT03643237.
Databáze: MEDLINE