Published on in Vol 20, No 6 (2018): June

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/10486, first published .
The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis

The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis

The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis

Journals

  1. Gorsic M, Clapp J, Darzi A, Novak D. A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation. JMIR Serious Games 2019;7(3):e12788 View
  2. Drazich B, LaFave S, Crane B, Szanton S, Carlson M, Budhathoki C, Taylor J. Exergames and Depressive Symptoms in Older Adults: A Systematic Review. Games for Health Journal 2020;9(5):339 View
  3. Pallavicini F, Pepe A. Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study. JMIR Serious Games 2020;8(2):e15635 View
  4. Chan G, Arya A, Orji R, Zhao Z. Motivational strategies and approaches for single and multi-player exergames: a social perspective. PeerJ Computer Science 2019;5:e230 View
  5. Su Z, Zeng C. The Effects of Health Consideration on Exergaming Behavior in College Students: A Structural Equation Perspective. Research Quarterly for Exercise and Sport 2022;93(1):96 View
  6. Peng H, Tien C, Lin P, Peng H, Song C. Novel Mat Exergaming to Improve the Physical Performance, Cognitive Function, and Dual-Task Walking and Decrease the Fall Risk of Community-Dwelling Older Adults. Frontiers in Psychology 2020;11 View
  7. Jacob Rodrigues M, Postolache O, Cercas F. Physiological and Behavior Monitoring Systems for Smart Healthcare Environments: A Review. Sensors 2020;20(8):2186 View
  8. Patsantaras N. Virtual bodies (avatars) and sport exercises: some important thoughts. European Journal for Sport and Society 2020;17(4):339 View
  9. Khalili-Mahani N, De Schutter B. Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. JMIR Serious Games 2019;7(2):e13303 View
  10. Chandrasekaran B. “Exergames”: exuberant or just exaggeration? (response to Semina Nani et al. (2019). Can 10 weeks intervention with exergames contribute to better subjective vitality and physical health?). Sport Sciences for Health 2019;15(1):263 View
  11. Marello M, Clark M, Patrick J. Pokémon GO: Gotta Catch ‘Em All... but with My Younger Friends. The Computer Games Journal 2020;9(2):207 View
  12. Corregidor-Sánchez A, Segura-Fragoso A, Criado-Álvarez J, Rodríguez-Hernández M, Mohedano-Moriano A, Polonio-López B. Effectiveness of Virtual Reality Systems to Improve the Activities of Daily Life in Older People. International Journal of Environmental Research and Public Health 2020;17(17):6283 View
  13. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard M, Benali H, Sawchuk K, De Schutter B. Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. JMIR Mental Health 2020;7(3):e12388 View
  14. Buyl R, Beogo I, Fobelets M, Deletroz C, Van Landuyt P, Dequanter S, Gorus E, Bourbonnais A, Giguère A, Lechasseur K, Gagnon M. e-Health interventions for healthy aging: a systematic review. Systematic Reviews 2020;9(1) View
  15. Dove E, Astell A. Kinect Project: People with dementia or mild cognitive impairment learning to play group motion‐based games. Alzheimer's & Dementia: Translational Research & Clinical Interventions 2019;5(1):475 View
  16. Martins A, Guia D, Saraiva M, Pereira T. Effects of A “Modified” Otago Exercise Program on the Functional Abilities and Social Participation of Older Adults Living in the Community—The AGA@4life Model. International Journal of Environmental Research and Public Health 2020;17(4):1258 View
  17. Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games for Health Journal 2019;8(3):227 View
  18. Valenzuela T, Razee H, Schoene D, Lord S, Delbaere K. An Interactive Home-Based Cognitive-Motor Step Training Program to Reduce Fall Risk in Older Adults: Qualitative Descriptive Study of Older Adults’ Experiences and Requirements. JMIR Aging 2018;1(2):e11975 View
  19. Li J, Theng Y, Foo S. Play Mode Effect of Exergames on Subthreshold Depression Older Adults: A Randomized Pilot Trial. Frontiers in Psychology 2020;11 View
  20. Heinbach M, Block A, Hubbard E, Cataldo J, Cooper B, Leutwyler H. Impact of exergames on psychiatric symptoms in older adults with serious mental illness. Aging & Mental Health 2021;25(12):2229 View
  21. Chu C, Biss R, Cooper L, Quan A, Matulis H. Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study. JMIR Serious Games 2021;9(1):e22370 View
  22. Choi H, Lee S. Trends and Effectiveness of ICT Interventions for the Elderly to Reduce Loneliness: A Systematic Review. Healthcare 2021;9(3):293 View
  23. Subramanian S, Skjæret-Maroni N, Dahl Y. Systematic Review of Design Guidelines for Full-Body Interactive Games. Interacting with Computers 2020;32(4):367 View
  24. Da Silva Júnior J, Biduski D, Bellei E, Becker O, Daroit L, Pasqualotti A, Tourinho Filho H, De Marchi A. A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers. JMIR Serious Games 2021;9(1):e23423 View
  25. Wan Yunus F, Tan X, Romli M. Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students. Games for Health Journal 2020;9(6):415 View
  26. Sato T, Shimizu K, Shiko Y, Kawasaki Y, Orita S, Inage K, Shiga Y, Suzuki M, Sato M, Enomoto K, Takaoka H, Mizuki N, Kim G, Hozumi T, Tsuchiya R, Otagiri T, Mukaihata T, Furuya T, Maki S, Nakamura J, Hagiwara S, Aoki Y, Koda M, Akazawa T, Takahashi H, Takahashi K, Ohtori S, Eguchi Y. Effects of Nintendo Ring Fit Adventure Exergame on Pain and Psychological Factors in Patients with Chronic Low Back Pain. Games for Health Journal 2021;10(3):158 View
  27. Stamm O, Vorwerg S, Klebbe R. Ethische Implikationen in der Entwicklung eines funktionellen Trainings in einer Mixed- und Augmented Reality Umgebungen zur Behandlung von Hypertonie im Alter: Eine qualitative Inhaltsanalyse. Zeitschrift für Evidenz, Fortbildung und Qualität im Gesundheitswesen 2021;164:23 View
  28. Ismail W, Al-Hadi I, Grosan C, Hendradi R. Improving patient rehabilitation performance in exercise games using collaborative filtering approach. PeerJ Computer Science 2021;7:e599 View
  29. Bowman N, Rieger D, Tammy Lin J. Social video gaming and well-being. Current Opinion in Psychology 2022;45:101316 View
  30. Budak K, Atefi G, Hoel V, Laporte Uribe F, Meiland F, Teupen S, Felding S, Roes M. Can technology impact loneliness in dementia? A scoping review on the role of assistive technologies in delivering psychosocial interventions in long-term care. Disability and Rehabilitation: Assistive Technology 2023;18(7):1107 View
  31. Blake B, Baur J, Buckley M. Let’s Get Physical: Physical Activity as a Team Intervention at Work. Group & Organization Management 2023;48(2):671 View
  32. Czerwonka S, Alvarez A, McArthur V. One Ring Fit to Rule Them All? An Analysis of Avatar Bodies and Customization in Exergames. Frontiers in Psychology 2021;12 View
  33. Pallavicini F, Pepe A, Clerici M, Mantovani F. Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review. JMIR Serious Games 2022;10(4):e35000 View
  34. Soltero E, Navabi N, Vander Wyst K, Hernandez E, Castro F, Ayers S, Mendez J, Shaibi G. Examining 24-Hour Activity and Sleep Behaviors and Related Determinants in Latino Adolescents and Young Adults With Obesity. Health Education & Behavior 2022;49(2):291 View
  35. Benitez-Lugo M, Suárez-Serrano C, Galvao-Carmona A, Vazquez-Marrufo M, Chamorro-Moriana G. Effectiveness of feedback-based technology on physical and cognitive abilities in the elderly. Frontiers in Aging Neuroscience 2022;14 View
  36. Saragih I, Everard G, Lee B. A systematic review and meta-analysis of randomized controlled trials on the effect of serious games on people with dementia. Ageing Research Reviews 2022;82:101740 View
  37. De Luca V, Femminella G, Patalano R, Formosa V, Lorusso G, Rivetta C, Di Lullo F, Mercurio L, Rea T, Salvatore E, Korkmaz Yaylagul N, Apostolo J, Silva R, Dantas C, van Staalduinen W, Liotta G, Iaccarino G, Triassi M, Illario M. Assessment Tools of Biopsychosocial Frailty Dimensions in Community-Dwelling Older Adults: A Narrative Review. International Journal of Environmental Research and Public Health 2022;19(23):16050 View
  38. Henrique P, Perez F, Becker O, Bellei E, Biduski D, Korb A, Pochmann D, Dani C, Elsner V, De Marchi A. Kinesiotherapy With Exergaming as a Potential Modulator of Epigenetic Marks and Clinical Functional Variables of Older Women: Protocol for a Mixed Methods Study. JMIR Research Protocols 2021;10(10):e32729 View
  39. White B, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2023;35:100528 View
  40. Engelen L, Rahmann M, de Jong E. Design for healthy ageing – the relationship between design, well-being, and quality of life: a review. Building Research & Information 2022;50(1-2):19 View
  41. Jaarsma T, Klompstra L, Strömberg A, Ben Gal T, Mårtensson J, van der Wal M. Exploring factors related to non‐adherence to exergaming in patients with chronic heart failure. ESC Heart Failure 2021;8(6):4644 View
  42. Fernandes C, Magalhães B, Lima A, Nóbrega P, Silva M, Santos C. Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis. Games for Health Journal 2022;11(6):355 View
  43. Moret B, Nucci M, Campana G. Effects of exergames on mood and cognition in healthy older adults: A randomized pilot study. Frontiers in Psychology 2022;13 View
  44. Drazich B, Crane B, Taylor J, Szanton S, Moored K, Eldreth D, Ahmad O, Krakauer J, Resnick B, Carlson M. OLDER ADULTS’ SUBJECTIVE WELL-BEING EXPERIENCING THE EXERGAME “I AM DOLPHIN”. International Journal of Qualitative Studies on Health and Well-being 2023;18(1) View
  45. Rój J. What Determines the Acceptance and Use of eHealth by Older Adults in Poland?. International Journal of Environmental Research and Public Health 2022;19(23):15643 View
  46. García-Muñoz C, Cortés-Vega M, Hernández-Rodríguez J, Fernández-Seguín L, Escobio-Prieto I, Casuso-Holgado M. Immersive Virtual Reality and Vestibular Rehabilitation in Multiple Sclerosis: Case Report. JMIR Serious Games 2022;10(1):e31020 View
  47. Kamnardsiri T, Phirom K, Boripuntakul S, Sungkarat S. An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study. JMIR Serious Games 2021;9(4):e27848 View
  48. Döring N, Conde M, Brandenburg K, Broll W, Gross H, Werner S, Raake A. Can Communication Technologies Reduce Loneliness and Social Isolation in Older People? A Scoping Review of Reviews. International Journal of Environmental Research and Public Health 2022;19(18):11310 View
  49. Suleiman‐Martos N, García‐Lara R, Albendín‐García L, Romero‐Béjar J, Cañadas‐De La Fuente G, Monsalve‐Reyes C, Gomez‐Urquiza J. Effects of active video games on physical function in independent community‐dwelling older adults: A systematic review and meta‐analysis. Journal of Advanced Nursing 2022;78(5):1228 View
  50. Li J, Li L, Huo P, Ma C, Wang L, Theng Y. Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults’ Physical Fitness and Psychological Perception. International Journal of Environmental Research and Public Health 2021;18(24):12939 View
  51. Raffegeau T, Young W, Fino P, Williams A. A Perspective on Using Virtual Reality to Incorporate the Affective Context of Everyday Falls Into Fall Prevention. JMIR Aging 2023;6:e36325 View
  52. Baragash R, Aldowah H, Ghazal S. Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions. DIGITAL HEALTH 2022;8:205520762211320 View
  53. Chen P, Hsu H, Chen K, Belcastro F. VR exergame interventions among older adults living in long-term care facilities: A systematic review with Meta-analysis. Annals of Physical and Rehabilitation Medicine 2023;66(3):101702 View
  54. Shida N, Yagiz G, Yamada T. The Effects of Exergames on Muscle Architecture: A Systematic Review and Meta-Analysis. Applied Sciences 2021;11(21):10325 View
  55. Freed S, Sprague B, Stephan A, Doyle C, Tian J, Phillips C, Ross L. Feasibility and Enjoyment of Exercise Video Games in Older Adults. Frontiers in Public Health 2021;9 View
  56. Lin X, Zhang L, Yoon S, Zhang R, Lachman M, Meeks S. A Social Exergame Intervention to Promote Physical Activity, Social Support, and Well-Being in Family Caregivers. The Gerontologist 2023;63(9):1456 View
  57. Akbar A, Sheng Z, Zhang Q, Wang D. Cross-Domain Gesture Sequence Recognition for Two-Player Exergames using COTS mmWave Radar. Proceedings of the ACM on Human-Computer Interaction 2023;7(ISS):327 View
  58. Paquet C, Whitehead J, Shah R, Adams A, Dooley D, Spreng R, Aunio A, Dubé L. Social Prescription Interventions Addressing Social Isolation and Loneliness in Older Adults: Meta-Review Integrating On-the-Ground Resources. Journal of Medical Internet Research 2023;25:e40213 View
  59. Chow D, Mann S. Exergaming and education: a relational model for games selection and evaluation. Frontiers in Psychology 2023;14 View
  60. Kukkohovi S, Siira H, Arolaakso S, Miettunen J, Elo S. The effectiveness of digital gaming on the functioning and activity of older people living in long-term care facilities: a systematic review and meta-analysis. Aging Clinical and Experimental Research 2023;35(8):1595 View
  61. Pirbabaei E, Amiri Z, Sekhavat Y, Goljaryan S. Exergames for hand rehabilitation in elders using Leap Motion Controller: A feasibility pilot study. International Journal of Human-Computer Studies 2023;178:103099 View
  62. Chan G, Arya A, Orji R, Zhao Z, Whitehead A. Increasing motivation in social exercise games: personalising gamification elements to player type. Behaviour & Information Technology 2023:1 View
  63. Ae-Ri J, Kowoon L, Eun-A P. Development and evaluation of the information and communication technology-based Loneliness Alleviation Program for community-dwelling older adults: A pilot study and randomized controlled trial. Geriatric Nursing 2023;53:204 View
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Books/Policy Documents

  1. Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Comprehensive Clinical Psychology. View
  2. Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
  3. Muñoz J, Montoya M, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. View
  4. Ghafurian M, Muñoz J, Boger J, Hoey J, Dautenhahn K. The Handbook on Socially Interactive Agents. View
  5. Shah S, Hameed I, Karlsen A, Solberg M. Virtual, Augmented and Mixed Reality: Design and Development. View
  6. Stintzing J. Digitale Lernwelten – Serious Games und Gamification. View
  7. Godfrey S, Barresi G. Internet of Things for Human-Centered Design. View
  8. Kloek C. Geriatrie in de fysiotherapie en kinesitherapie. View
  9. Chan G, Alslaity A, Reen J, Anukem S, Orji R. Persuasive Technology. View
  10. Goumopoulos C, Koumanakos G. Information and Communication Technologies for Ageing Well and e-Health. View
  11. Kukkohovi S, Siira H, Elo S. Digital Health and Wireless Solutions. View