Evidence mapPaperPMID 41397691Full record

ArticleJMIR serious games2025

Effects of Competitive Exergaming-Based Esports on Older Adults in Hong Kong: Nonrandomized Controlled Pilot Study.

Ka Man Leung, Yuchen Shi

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Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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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

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No citing paper in PubMed yet.

4 · The record

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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

2 authors.

Ka Man Leung *Department of Health and Physical Education, Education University of Hong Kong, Tai Po, China (Hong Kong).ORCID https://orcid.org/0000-0003-1409-109X
Yuchen Shi *Department of Business and Strategy, Lee Shau Kee School of Business and Administration, Hong Kong Metropolitan University, Ho Man Tin, China (Hong Kong).ORCID https://orcid.org/0000-0001-9628-9299

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundHong Kong faces a rapidly aging population, with many older adults not meeting recommended physical-activity levels and struggling to maintain long-term exercise adherence. Exergaming offers an accessible, technology-supported way to promote health conditions while providing immediate feedback and task variability among older adults.

objectiveThis study aimed to evaluate the effects of an 8-week competitive exergaming intervention on functional fitness, cognition, loneliness, physical activity (PA) enjoyment, and quality of life among community-dwelling older adults in Hong Kong.

methodsWe conducted a pragmatic, nonrandomized, 2-group pilot with community participants allocated to either a competitive exergaming group (EG) or a passive control group (CG). EG attended 16 instructor-led 90-minute sessions playing Fitness Boxing (Nintendo Switch), including head-to-head bouts and a bracketed tournament. Outcomes were assessed at baseline and postintervention. Primary analyses used repeated-measure analysis of covariance (time: pre and post; group: EG and CG) adjusted for age, sex, education, marital status, employment, financial status, and housing. Partial η

resultsA total of 48 older adults completed assessments (EG: n=24; mean age 69.50, SD 4.77 years; CG: n=24; mean age 71.50, SD 6.74 years). Significant group × time interactions favored EG for lower-body strength (30-second chair stand: F

conclusionsCompetitive exergaming was feasible and produced small to moderate improvements in lower-body strength, aerobic endurance, and enjoyment of PA. Cognitive effects were inconclusive and should not be overinterpreted given the nonrandomized design, passive control, small sample, and multiple outcomes. Future randomized trials with active comparators and longer duration are warranted.

Indexed as

esports participationexergaminghealth promotionintervention studyolder adults

Identifiers

PMID41397691
PMCPMC12750075

What Socratic holds

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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.