Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial

<b><i>Purpose:</i></b> This study aimed to assess the effects of modern board games (MBG) on executive functions, quality of life, and volitional behaviors in elderly individuals residing in nursing homes. <b><i>Methods:</i></b> A 12-week randomized controlled trial was conducted in a nursing home with 30 participants (age = 83.2 years). Participants were randomly assigned to either the experimental group (EG; <i>n</i> = 16) or the control group (CG; <i>n</i> = 14). The EG engaged in twice-weekly MBG sessions facilitated by trained professionals, while the CG continued with their usual activities without additional interventions. Cognitive performance was assessed using the Cambridge Cognitive Examination (CAMCOG-R) and the Test of the Paths (TESEN). Quality of life was evaluated using the FUMAT scale, and volitional behaviors were measured using the Volitional Questionnaire. <b><i>Results:</i></b> The EG demonstrated significant improvements in executive functions, including comprehension (9.9%, <i>P</i> < 0.05), remote memory (22.6%, <i>P</i> < 0.05), and attention and calculation (83.3%, <i>P</i> < 0.05), as measured by the CAMCOG-R. No significant changes were observed in the TESEN test. The EG also showed significant gains in quality of life, with improvements in emotional well-being (5.0%, <i>P</i> < 0.01), interpersonal relationships (15.4%, <i>P</i> < 0.05), personal development (7.5%, <i>P</i> < 0.001), and social inclusion (6.3%, <i>P</i> < 0.001) on the FUMAT scale. Volitional behaviors, particularly competence (7.1%, <i>P</i> < 0.05), also improved significantly in the EG. <b><i>Conclusion:</i></b> MBG offer a promising nonpharmacological intervention to enhance executive functions, quality of life, and volitional behaviors in elderly individuals in nursing homes. The structured facilitation of these games, tailored to participants' cognitive levels, may support cognitive stimulation and foster social engagement in this population.

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Journal
Games for Health Journal
Published
2025-05-16
DOI
https://doi.org/10.1089/g4h.2024.0195
Primary Topic
Cognitive and developmental aspects of mathematical skills
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article
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article

Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial

Raquel Martínez-Sinovas, A. Cristina Aldavero, Azael J. Herrero, Estefanía Argente et al.
Games for Health Journal
Cognitive and developmental aspects of mathematical skills
article

Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial

Raquel Martínez-Sinovas, A. Cristina Aldavero, Azael J. Herrero, Estefanía Argente, Miriam Herrero-Martín, Alfonso Lahuerta, Elvira Jensen-Casado, José M. Sacristán-Rodríguez, Elisa Bullón-Benito
article en

Abstract

<b><i>Purpose:</i></b> This study aimed to assess the effects of modern board games (MBG) on executive functions, quality of life, and volitional behaviors in elderly individuals residing in nursing homes. <b><i>Methods:</i></b> A 12-week randomized controlled trial was conducted in a nursing home with 30 participants (age = 83.2 years). Participants were randomly assigned to either the experimental group (EG; <i>n</i> = 16) or the control group (CG; <i>n</i> = 14). The EG engaged in twice-weekly MBG sessions facilitated by trained professionals, while the CG continued with their usual activities without additional interventions. Cognitive performance was assessed using the Cambridge Cognitive Examination (CAMCOG-R) and the Test of the Paths (TESEN). Quality of life was evaluated using the FUMAT scale, and volitional behaviors were measured using the Volitional Questionnaire. <b><i>Results:</i></b> The EG demonstrated significant improvements in executive functions, including comprehension (9.9%, <i>P</i> < 0.05), remote memory (22.6%, <i>P</i> < 0.05), and attention and calculation (83.3%, <i>P</i> < 0.05), as measured by the CAMCOG-R. No significant changes were observed in the TESEN test. The EG also showed significant gains in quality of life, with improvements in emotional well-being (5.0%, <i>P</i> < 0.01), interpersonal relationships (15.4%, <i>P</i> < 0.05), personal development (7.5%, <i>P</i> < 0.001), and social inclusion (6.3%, <i>P</i> < 0.001) on the FUMAT scale. Volitional behaviors, particularly competence (7.1%, <i>P</i> < 0.05), also improved significantly in the EG. <b><i>Conclusion:</i></b> MBG offer a promising nonpharmacological intervention to enhance executive functions, quality of life, and volitional behaviors in elderly individuals in nursing homes. The structured facilitation of these games, tailored to participants' cognitive levels, may support cognitive stimulation and foster social engagement in this population.

Games for Health JournalVol. 14(6)
Universidad de Valladolid (ES), Universidad Rey Juan Carlos (ES), Universidad Europea Miguel de Cervantes (ES), Junta de Castilla y León (ES)
Openalex Percentile: Top 89%
Cognitive and developmental aspects of mathematical skills
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