Evidence mapPaperPMID 40505143Full record

SynthesisJMIR aging2025

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

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

Abstract readMeta-AnalysisSystematic Review
In one paragraph

Synthesis in JMIR aging, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed.

  1. Article
  2. Article
  3. Article
  4. Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Javier Bravo-Aparicio *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.ORCID http://orcid.org/0009-0007-7454-6945
Iria Trillo-Charlín *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.ORCID http://orcid.org/0009-0002-8254-3377
Juan Avendaño-Coy *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.ORCID http://orcid.org/0000-0002-8760-3490
Hector Beltran-Alacreu *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.ORCID http://orcid.org/0000-0002-1971-1510

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

ExercisePersonal SatisfactionPleasureVideo GamesAgedAged, 80 and overFemaleHumansMaleMotivationenjoymentexergaminggamificationolder adultssatisfaction

Identifiers

PMID40505143
PMCPMC12178586

What Socratic holds

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LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.