Effectiveness of gamification in improving in depressive symptoms among older adults with cognitive impairment: a systematic review and meta-analysis.
Background and Objectives Cognitive impairment, a growing public health issue linked to aging, is often accompanied by depressive symptoms in older adults. We conducted a systematic review and meta-analysis to assess the effectiveness of gamification in improving depressive symptoms in older adults...
| Publicado en: | Gerontologist Vol. 66; no. 7; pp. 1 - 21 |
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| Autores principales: | , , , , , |
| Formato: | Artículo |
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Oxford University Press / USA
Jul2026
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=195281423&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 195281423 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00169013 GET jtl: Gerontologist issn: 00169013 maglogo: N pubinfo: dt: Jul2026 vid: 66 iid: 7 pid: 622 pub: Oxford University Press / USA artinfo: ui: 195281423 10.1093/geront/gnag094 ppf: 1 ppct: 20 formats: tig: atl: Effectiveness of gamification in improving in depressive symptoms among older adults with cognitive impairment: a systematic review and meta-analysis. aug: au: Chen, Zhi Chen, Danting Zhu, Ziping Lin, Xinying Li, Hong Lin, Rong affil: The School of Nursing, Fujian Medical University, Fuzhou, China su: Aging Public health Mental depression Old age Cognition disorders treatment Medical information storage & retrieval systems Research funding CINAHL database Treatment effectiveness Meta-analysis Descriptive statistics Treatment duration Systematic reviews MEDLINE Medical databases Confidence intervals Online information services Data analysis software Gamification sug: subj: Aging Public health Mental depression Old age Health and Welfare Funds Cognition disorders treatment Medical information storage & retrieval systems Research funding CINAHL database Treatment effectiveness Meta-analysis Descriptive statistics Treatment duration Systematic reviews MEDLINE Medical databases Confidence intervals Online information services Data analysis software Gamification keyword: aged Cognitive dysfunction cognitive impairment copyrightHolder:The Gerontological Society of America copyrightYear:2026 Depression depressive disorders gamification https://dx.doi.org/10.1093/geront/gnag094 inLanguage:en public health medicine publisher:Oxford University Press Research design sameAs:https://pubmed.ncbi.nlm.nih.gov/42083801/ aged Cognitive dysfunction cognitive impairment copyrightHolder:The Gerontological Society of America copyrightYear:2026 Depression depressive disorders gamification https://dx.doi.org/10.1093/geront/gnag094 inLanguage:en public health medicine publisher:Oxford University Press Research design sameAs:https://pubmed.ncbi.nlm.nih.gov/42083801/ ab: Background and Objectives Cognitive impairment, a growing public health issue linked to aging, is often accompanied by depressive symptoms in older adults. We conducted a systematic review and meta-analysis to assess the effectiveness of gamification in improving depressive symptoms in older adults with cognitive impairment. Research Design and Methods Randomized controlled trials investigating the effectiveness of gamification in improving depressive symptoms in older adults with cognitive impairment were included in this study. Methodological quality of included studies was assessed using the Cochrane Risk of Bias Tool version 2, while overall certainty of the evidence was evaluated through the GRADE system. Data synthesis was conducted using meta-analysis for quantitative data synthesis, complemented by narrative synthesis where appropriate. Results 21 randomized controlled trials involving 1,385 participants were included in this study. Gamification was modestly but significantly effective in improving depressive symptoms of older adults with cognitive impairment (standardized mean difference = −0.92, 95% CI = −1.25 to −0.60, p < .00001). Subgroup analyses based on different depression scales, forms of gamification interventions, intervention durations, and gamification design elements showed that the interventions may reduce depression scores compared with the control condition. The evidence level for depression scores as the primary outcome was rated as moderate. Discussion and Implications Gamification shows promise as a supplementary intervention for reducing depressive symptoms in clinical settings. Future studies should focus on optimizing intervention design and ensuring real-world applicability. Identifying key features linked to symptom improvement can guide the development of more effective therapeutic tools. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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