The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial

The growing aging population necessitates innovative strategies to support aging in place. Results indicated statistically significant improvements only in BMI and cognition, while other outcomes such as loneliness, balance, and eHealth literacy showed positive trends but lacked significance. Despite the limitations observed, particularly regarding the role of volunteer support and the diverse needs of community-dwelling older adults, the findings contribute to the foundation for future research aimed at enhancing biopsychosocial outcomes. Future studies should explore tailored interventions that consider individual preferences and abilities, as well as evaluate specific components of motion-based video games to optimize their effectiveness.

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Publication Details

Journal
JMIR Serious Games
Published
2024-11-20
DOI
https://doi.org/10.2196/57352
Citations
9
Primary Topic
Frailty in Older Adults
Type
article
Field-Weighted Citation Impact
3.10
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article

The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial

Jonathan Bayuo, Siu Man Wong, Karen Kit Sum Chow, Arkers Kwan Ching Wong et al.
9 citations
JMIR Serious Games
Frailty in Older Adults
3.10
article

The Effect of Young People–Assisted, Individualized, Motion-Based Video Games on Physical, Cognitive, and Social Frailty Among Community-Dwelling Older Adults With Frailty: Randomized Controlled Trial

Jonathan Bayuo, Siu Man Wong, Karen Kit Sum Chow, Arkers Kwan Ching Wong, Tobias Kowatsch, Bonnie Po Wong, Melissa Qian Zhang, B. Liu, David Chi Ho Lau
article en
9 citations

Abstract

The growing aging population necessitates innovative strategies to support aging in place. Results indicated statistically significant improvements only in BMI and cognition, while other outcomes such as loneliness, balance, and eHealth literacy showed positive trends but lacked significance. Despite the limitations observed, particularly regarding the role of volunteer support and the diverse needs of community-dwelling older adults, the findings contribute to the foundation for future research aimed at enhancing biopsychosocial outcomes. Future studies should explore tailored interventions that consider individual preferences and abilities, as well as evaluate specific components of motion-based video games to optimize their effectiveness.

JMIR Serious GamesVol. 12
Hong Kong Polytechnic University (HK), University of Zurich (CH), University of St.Gallen (CH), ETH Zurich (CH)
Openalex Percentile: Top 8%
Frailty in Older Adults
3.10
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