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.

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Journal
Journal of Clinical Medicine
Published
2025-09-28
DOI
https://doi.org/10.3390/jcm14196873
Primary Topic
Technology Use by Older Adults
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article
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article

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

Tania Cotardo, Fernando L. Vázquez, Mario Páramo, Ángela Torres et al.
Journal of Clinical Medicine
Technology Use by Older Adults
article

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

Tania Cotardo, Fernando L. Vázquez, Mario Páramo, Ángela Torres, Eling Douwe de Bruin, Manuel Arrojo, Patricia Otero, María José Ferraces Otero, Vanessa Blanco
article en

Abstract

<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.

Journal of Clinical MedicineVol. 14(19)
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)
Universitat de València, Universidade de Vigo, Universidade da Coruña, Universidade de Santiago de Compostela, Universitat Politècnica de València
Openalex Percentile: Top 53%
Technology Use by Older Adults
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