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Role of video games in improving health-related outcomes: A systematic review

Primack, BA and Carroll, MV and McNamara, M and Klem, ML and King, B and Rich, M and Chan, CW and Nayak, S (2012) Role of video games in improving health-related outcomes: A systematic review. American Journal of Preventive Medicine, 42 (6). 630 - 638. ISSN 0749-3797

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Abstract

Context: Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition: Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source); sample data (e.g., number of study participants, demographics); intervention and control details; outcomes data; and quality measures were abstracted independently by two researchers. Evidence synthesis: Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. Conclusions: There is potential promise for video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with appropriate rigor will help build evidence in this emerging area. © 2012 American Journal of Preventive Medicine.


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Details

Item Type: Article
Status: Published
Creators/Authors:
CreatorsEmailPitt UsernameORCID
Primack, BAbprimack@pitt.eduBPRIMACK
Carroll, MV
McNamara, M
Klem, MLklem@pitt.eduKLEM
King, B
Rich, M
Chan, CW
Nayak, S
Centers: Other Centers, Institutes, or Units > Center for Research on Media, Technology, and Health
Date: 1 June 2012
Date Type: Publication
Journal or Publication Title: American Journal of Preventive Medicine
Volume: 42
Number: 6
Page Range: 630 - 638
DOI or Unique Handle: 10.1016/j.amepre.2012.02.023
Schools and Programs: School of Medicine > Medicine
School of Nursing > Nursing
University libraries > Health Sciences Library System
School of Medicine > Pediatrics
Refereed: Yes
ISSN: 0749-3797
Article Type: Review
MeSH Headings: Adolescent; Adult; Aged; Aged, 80 and over; Child; Female; Health Status; Humans; Male; Middle Aged; Outcome and Process Assessment (Health Care); Physical Therapy Modalities; Self Care; United States; Video Games; Young Adult
Other ID: NLM NIHMS364554, NLM PMC3391574
PubMed Central ID: PMC3391574
PubMed ID: 22608382
Date Deposited: 29 Jul 2014 21:37
Last Modified: 04 Feb 2019 15:56
URI: http://d-scholarship.pitt.edu/id/eprint/22403

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