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游戏化对老年人愉悦感和满意度的有效性:系统评价与荟萃分析

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis.

作者信息

Bravo-Aparicio Javier, Trillo-Charlín Iria, Avendaño-Coy Juan, Beltran-Alacreu Hector

机构信息

Toledo Physiotherapy Research Group, Faculty of Physiotherapy and Nursing of Toledo, Universidad de Castilla-La Mancha, Av Carlos III sn, Toledo, 45071, Spain, 34 925268800.

Toledo Physiotherapy Research Group, Instituto de Investigación Sanitaria de Castilla-La Mancha, Castilla-La Mancha, Spain.

出版信息

JMIR Aging. 2025 Jun 12;8:e72559. doi: 10.2196/72559.

Abstract

BACKGROUND

Sedentary behavior is highly prevalent among older adults, with adherence to exercise being a major challenge. Exercise offers substantial physical, psychological, and social benefits, but enjoyment is a key factor influencing adherence. Technology-based interventions have shown promise in enhancing motivation and participation, demonstrating higher adherence rates than conventional treatments, although challenges such as motivation loss and technological barriers persist. This review evaluates the effectiveness of active video game interventions on enjoyment and satisfaction in older adults.

OBJECTIVE

This systematic review and meta-analysis aims to determine whether active video games are superior to other interventions in generating greater enjoyment or satisfaction in older adults.

METHODS

PubMed, Cochrane, PEDro, SPORTDiscus, CINAHL, Web of Science, and Scopus databases were searched from inception to September 30, 2024, to identify randomized clinical trials or crossover studies. The primary outcome was enjoyment or satisfaction, assessed using various scales, including the Physical Activity Enjoyment Scale, Intrinsic Motivation Inventory, User Satisfaction Questionnaire, and Likert-type scoring scales. Secondary outcomes included adherence rates and adverse effects. Cochrane Risk of Bias 2 tool was used to evaluate the risk of bias.

RESULTS

Five studies were included in the quantitative analysis. The results indicated a significant improvement in enjoyment or satisfaction compared to the control groups (standardized mean difference 0.34, 95% CI 0.05-0.64; P=.02; I2=24%), although the effect size was small. Secondary outcomes could not be analyzed due to insufficient data in the selected studies.

CONCLUSIONS

Active video game interventions may improve enjoyment and satisfaction in older adults, but the evidence remains of low certainty.

摘要

背景

久坐行为在老年人中非常普遍,坚持锻炼是一项重大挑战。锻炼能带来诸多身体、心理和社会效益,但乐趣是影响坚持锻炼的关键因素。基于技术的干预措施在增强动机和参与度方面显示出了前景,与传统治疗相比,其坚持率更高,不过动机丧失和技术障碍等挑战依然存在。本综述评估了主动式电子游戏干预对老年人乐趣和满意度的有效性。

目的

本系统评价和荟萃分析旨在确定主动式电子游戏在让老年人产生更大乐趣或满意度方面是否优于其他干预措施。

方法

检索了PubMed、Cochrane、PEDro、SPORTDiscus、CINAHL、Web of Science和Scopus数据库,检索时间从建库至2024年9月30日,以识别随机临床试验或交叉研究。主要结局是乐趣或满意度,使用各种量表进行评估,包括身体活动乐趣量表、内在动机量表、用户满意度问卷和李克特式评分量表。次要结局包括坚持率和不良反应。使用Cochrane偏倚风险2工具评估偏倚风险。

结果

五项研究纳入了定量分析。结果表明,与对照组相比,乐趣或满意度有显著改善(标准化均数差0.34,95%可信区间0.05 - 0.64;P = 0.02;I² = 24%),尽管效应量较小。由于所选研究中的数据不足,无法分析次要结局。

结论

主动式电子游戏干预可能会提高老年人的乐趣和满意度,但证据的确定性仍然较低。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6009/12178586/d87172100ba2/aging-v8-e72559-g001.jpg

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