Trial reportBMC public health2025
Efficacy of a video game for promoting active and healthy aging (Initial Version): a randomized controlled trial.
Trial report in BMC public health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT03643237 (Gaming Applied to the Promotion of Active Aging), which is not on this map. Cited by 2 papers.
What it found
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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.
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.
Gaming Applied to the Promotion of Active Aging
Who cites it
2 citing papers in PubMed.
- Effects of Commercial Exergames vs. Traditional Indoor Exercise on Mood in Older Adults: A Randomized Controlled Trial.Healthcare (Basel, Switzerland) · 2026Article
- 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.Journal of clinical medicine · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
Abstract
backgroundPopulation aging presents challenges for physical, mental, and social health. Serious video games have emerged as promising tools to promote active aging; however, evidence regarding their efficacy remains limited. No prior studies have integrated mood-related aspects, cognitive stimulation, and healthy lifestyle habits into a single intervention. This study aimed to assess the efficacy of a cognitive-behavioral program for promoting holistic active aging, delivered through a video game.
methodsA total of 98 participants aged 45 and older were randomly assigned to either a cognitive-behavioral intervention group delivered through a video game (n = 44) or an online information control group (n = 54). The intervention group received eight 70-min weekly modules. The control group accessed active aging-related information via a smartphone app with a similar structure and duration. Data were collected pre- and post-intervention by blinded evaluators and through the online platform, assessing health status (general health, bodily pain, physical function, physical role, vitality, social function, emotional role, mental health, physical health factor, and mental health factor), emotional well-being, self-reported memory (satisfaction, ability, and strategies), dietary habits, physical activity, and sleep hygiene behaviors.
resultsIn the intervention group, significant pre-post differences were found in general health (p = .006), mental health (p = .006), mental health factor (p = .047), emotional well-being (p = .006), satisfaction with memory function (p = .013), frequency of mnemonic strategy use (p = .046), total self-reported memory score (p = .042), physical activity (p = .003), and sleep hygiene (p = .030). Moreover, post-intervention analyses revealed significant improvements in general health (p = .005), bodily pain (p = .016), vitality (p = .002), social function (p = .010), physical health factor (p = .045), frequency of mnemonic strategy use (p = .035), and sleep hygiene (p = .004) in the intervention group compared to the control.
conclusionsFindings support the efficacy of the cognitive-behavioral intervention delivered through an innovative interactive video game as an effective tool for fostering active and healthy aging. This approach not only demonstrates a positive impact on participants' well-being but also highlights the potential of technology in promoting health and well-being from midlife onward.
trial registrationCode NCT03643237 (Registration date 08/05/2018, https://clinicaltrials.gov/study/NCT03643237 ).
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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.