Publicação: Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis
| dc.contributor.author | Fernandes, Carla Sílvia | |
| dc.contributor.author | Magalhães, Bruno | |
| dc.contributor.author | Lima, Andreia | |
| dc.contributor.author | Nóbrega, Perpétua | |
| dc.contributor.author | Silva, Mafalda | |
| dc.contributor.author | Santos, Célia | |
| dc.date.accessioned | 2023-02-28T17:18:16Z | |
| dc.date.available | 2023-02-28T17:18:16Z | |
| dc.date.issued | 2022 | |
| dc.description.abstract | Exergames, which combine digital games and physical exercise, have become a popular alternative to traditional exercise programs and are increasingly used in the health domains. This study aimed to provide a systematic review to synthesize existing studies on the use of exergames for the mental wellbeing of healthy older adults, aggregating the collected data to identify effect size. We performed a Systematic Review and Grading of Recommendations, Assessment, Development, and Assessment (GRADE) evidence synthesis. We performed the search in the following databases: MEDLINE®, CINAHL®, SPORTDiscus, SCOPUS, SciELO, Psychology and Behavioral Sciences Collection, and Cochrane® Central Register of Controlled Trials from the first record until October 2021. Randomized controlled trials using exergames as an intervention were included. A total of 10 articles published between 2009 and 2021 were selected. Most studies used the Nintendo Wii® as the exergame in the intervention program. Interventions ranged from 6 to 12 weeks, with 8-week programs being most frequent. It was possible to observe a positive effect on mood, the reduction of apathy, anxiety and depression, self-esteem, and affection. | pt_PT |
| dc.description.version | info:eu-repo/semantics/publishedVersion | pt_PT |
| dc.identifier.doi | 10.1089/g4h.2021.0229 | pt_PT |
| dc.identifier.issn | 2161-783X | |
| dc.identifier.uri | http://hdl.handle.net/10400.26/43982 | |
| dc.language.iso | eng | pt_PT |
| dc.peerreviewed | yes | pt_PT |
| dc.publisher | Mary Ann Liebert | pt_PT |
| dc.relation.publisherversion | https://www.liebertpub.com/doi/full/10.1089/g4h.2021.0229 | pt_PT |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc/4.0/ | pt_PT |
| dc.subject | Games | pt_PT |
| dc.subject | Exergame | pt_PT |
| dc.subject | Mental health | pt_PT |
| dc.title | Impact of Exergames on the Mental Health of Older Adults: A Systematic Review and GRADE Evidence Synthesis | pt_PT |
| dc.type | journal article | |
| dspace.entity.type | Publication | |
| oaire.citation.endPage | 368 | pt_PT |
| oaire.citation.issue | 6 | pt_PT |
| oaire.citation.startPage | 355 | pt_PT |
| oaire.citation.title | Games for Health Journal | pt_PT |
| oaire.citation.volume | 11 | pt_PT |
| rcaap.rights | openAccess | pt_PT |
| rcaap.type | article | pt_PT |
| relation.isAuthorOfPublication | 1a01c19d-4551-4d80-bf12-69e5eb737bac | |
| relation.isAuthorOfPublication | 25ef6764-cdab-4ace-bd8d-a2ef569c5444 | |
| relation.isAuthorOfPublication.latestForDiscovery | 1a01c19d-4551-4d80-bf12-69e5eb737bac |
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