A Randomized Controlled Trial of an Enhanced Version of a Cognitive–Behavioral Video Game Intervention Aimed at Promoting Active Aging: Assessments of Perceived Health and Healthy Lifestyle Habits at Pre- and Post-Intervention
<b>Background/Objective:</b> Video games offer an innovative tool for delivering active aging interventions. The objective of this study was to analyze the efficacy of an enhanced version of a cognitive-behavioral intervention to promote active aging, administered through a video game, on perceived health and healthy lifestyle habits. <b>Methods:</b> A total of 556 participants aged 45 or older (74.3% women, mean age of 60.8 [<i>SD</i> = 8.0]) were randomly assigned to a cognitive-behavioral intervention to promote active aging administered via an interactive, multimedia, online, and serious video game with a complementary smartphone app (CBI-V; <i>n</i> = 279) or to a control group receiving non-specific online information (CG; <i>n</i> = 277). Perceived health (General Health, Body Pain, Physical Functioning, Physical Role, Vitality, Social Functioning, Emotional Role, Mental Health, Physical and Mental Summary Indices); healthy habits, including sleep hygiene behaviors, physical activity, and eating habits; dropouts; adherence to the intervention (completed modules; total playtime; time devoted to cognitive training; number of cognitive task attempts and tasks completed between modules); and satisfaction with the intervention were assessed by independent, blind evaluators via an online platform before and after the intervention. <b>Results:</b> At the post-intervention, the CBI-V group obtained significantly better scores in General Health (<i>p</i> < 0.001), Mental Health (<i>p</i> = 0.015), sleep hygiene (<i>p</i> < 0.001), physical activity (<i>p</i> = 0.024), and eating habits (<i>p</i> = 0.001) than the CG. The effect sizes were small (<i>d</i> = -0.188 to 0.334). Clinically significant changes were higher in the CBI-V group than in the CG in General Health (<i>p</i> = 0.029), Physical Function (<i>p</i> = 0.028), Social Function (<i>p</i> = 0.011), Emotional Role (<i>p</i> = 0.008), Mental Health (<i>p</i> = 0.026), Physical Summary Index (<i>p</i> = 0.010), sleep hygiene (<i>p</i> = 0.020), and eating habits (<i>p</i> = 0.019). Participants reported a high level of satisfaction with the intervention, with a mean score of 25.4 (<i>SD</i> = 4.0) out of a maximum of 32 on the intervention satisfaction measure. <b>Conclusions:</b> These findings support the efficacy of a cognitive-behavioral video game intervention in enhancing perceived health and promoting healthy lifestyle habits among people aged 45 and above.
Authors
- Tania Cotardo (ORCID: https://orcid.org/0000-0002-8085-3446)
- Fernando L. Vázquez (ORCID: https://orcid.org/0000-0002-5868-4025)
- Mario Páramo (ORCID: https://orcid.org/0000-0001-5165-9612)
- Ángela Torres (ORCID: https://orcid.org/0000-0002-0430-1076)
- Eling Douwe de Bruin (ORCID: https://orcid.org/0000-0002-6542-7385)
- Manuel Arrojo (ORCID: https://orcid.org/0000-0002-5609-7134)
- Patricia Otero (ORCID: https://orcid.org/0000-0002-8283-7722)
- María José Ferraces Otero (ORCID: https://orcid.org/0000-0003-4308-3427)
- Vanessa Blanco (ORCID: https://orcid.org/0000-0002-6277-0671)
Institutions
- Universidade da Coruña (ES)
- Universidade de Santiago de Compostela (ES)
- Karolinska Institutet (SE)
- ETH Zurich (CH)
- Complejo Hospitalario Universitario de Santiago (ES)
- OST - Ostschweizer Fachhochschule (CH)
Publication Details
- Journal
- Journal of Clinical Medicine
- Published
- 2025-09-28
- DOI
- https://doi.org/10.3390/jcm14196873
- Primary Topic
- Technology Use by Older Adults
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Universitat de València
- Universidade de Vigo
- Universidade da Coruña
- Universidade de Santiago de Compostela
- Universitat Politècnica de València