The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials

Влияние активных видеоигр на когнитивное функционирование в клинических и неклинических популяциях: метаанализ рандомизированных контролируемых исследований
Brendon Stubbs, Davy Vancampfort, Joseph Firth, Emma Stanmore, Eling D. de Bruin
2017-04-22

cognitive functioningexecutive functionsexergamesmeta-analysisrandomized controlled trials
Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g=0.436, 95% CI=0.18-0.69, p=0.001). Significant effects still existed when excluding waitlist-only controlled studies, and when comparing to physical activity interventions. Furthermore, benefits of exergames where observed for both healthy older adults and clinical populations with conditions associated with neurocognitive impairments (all p<0.05). Domain-specific analyses found exergames improved executive functions, attentional processing and visuospatial skills. The findings present the first meta-analytic evidence for effects of exergames on cognition. Future research must establish which patient/treatment factors influence efficacy of exergames, and explore neurobiological mechanisms of action.
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A meta-analysis of 17 randomized controlled trials involving 926 participants found that exergames significantly improved global cognition (g=0.436, 95% CI=0.18–0.69, p=0.001).
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Cognitive benefits remained significant after excluding waitlist-only controls and when exergames were compared with physical activity interventions.
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Domain-specific analyses showed improvements in executive functions, attentional processing, and visuospatial skills.
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Exergames improved cognition in both healthy older adults and clinical populations with neurocognitive impairments.
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The review provides the first meta-analytic evidence supporting exergame effects on cognition, while highlighting the need to identify efficacy moderators and underlying neurobiological mechanisms.

Active video games (exergames) used as interventions in randomized controlled trials for clinical and non-clinical populations

effects on global cognition and specific cognitive domains, including executive functions, attentional processing, and visuospatial skills

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2017-04-22
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Brendon Stubbs
Davy Vancampfort
Joseph Firth
Emma Stanmore
Eling D. de Bruin
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