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Accepted for/Published in: JMIR Aging

Date Submitted: Feb 12, 2025
Open Peer Review Period: Feb 21, 2025 - Apr 18, 2025
Date Accepted: Apr 9, 2025
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Bravo-Aparicio J, Trillo-Charlín I, Avendaño-Coy J, Beltran-Alacreu H

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

JMIR Aging 2025;8:e72559

DOI: 10.2196/72559

PMID: 40505143

PMCID: 12178586

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Effectiveness of gamification on enjoyment and satisfaction in older adults: systematic review and meta-analysis.

  • Javier Bravo-Aparicio; 
  • Iria Trillo-Charlín; 
  • Juan Avendaño-Coy; 
  • Hector Beltran-Alacreu

ABSTRACT

Background:

Sedentary behavior is highly prevalent among older adults, with adherence to exercise being a major challenge. Exercise offers significant physical, psychological, and social benefits, but enjoyment is a key factor influencing adherence. Technology-based interventions, have shown promise in enhancing motivation and participation, demonstrating higher adherence rates compared to conventional treatments, though challenges like motivation loss and technological barriers persist. This review evaluates active videogames interventions' effectiveness in enjoyment and satisfaction.

Objective:

This systematic review and meta-analysis aimed to determine whether active video games are superior to other interventions in generating greater enjoyment or satisfaction.

Methods:

: Pubmed, Cochrane, PEDro, SportDiscus, CINHAL, Web of Science and Scopus databases were searched from inception to October 2024 to identify randomized clinical trials (RCT) or crossover studies. The primary outcome was enjoyment or satisfaction, assessed using various scales, including the Physical Activity Enjoyment Scale (PACES), Intrinsic Motivation Inventory (IMI), User Satisfaction Questionnaire, and Likert-type scoring scales. Secondary ouFive studies were included in the quantitative analysis.

Results:

Five studies were included in the quantitative analysis. The results indicated a significant improvement in enjoyment/satisfaction compared to control groups (SMD: 0.34; 95% CI (0.05 to 0.64); p=0.02; I2=24%), although the size effect was small. Secondary outcomes could not be analyzed due to insufficient data in the selected studies.

Conclusions:

Active video game interventions may improve enjoyment and satisfaction in older adults, but the evidence remains of low certainty. Clinical Trial: CRD42024593212


 Citation

Please cite as:

Bravo-Aparicio J, Trillo-Charlín I, Avendaño-Coy J, Beltran-Alacreu H

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

JMIR Aging 2025;8:e72559

DOI: 10.2196/72559

PMID: 40505143

PMCID: 12178586

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