Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials
Abstract
OBJECTIVE: There are potential benefits of playing videogames for health improvement such as increasing knowledge about health-related issues by playing educational games and fighting a sedentary lifestyle by playing exergames. The number of systematic review articles about "videogames" and "health improvement" is limited. Therefore, the purpose of this study is to review those randomized controlled trials (RCTs) with the topic of "videogames" and "health improvement." MATERIALS AND METHODS: Several electronic databases were searched for RCTs testing videogames on health outcomes that were published in English between January 2000 and April 2012. RESULTS: Forty-five articles met the eligibility criteria and were categorized into five groups: (1) videogames and patient pain and stress reduction (nine articles), (2) videogames and patient behavioral change (19 articles), (3) videogames and patient rehabilitation (eight articles), (4) videogames as diagnostic tools (three articles), and (5) videogames and cognitive ability (six articles). CONCLUSIONS: Most of the articles have shown promising results in using videogames within various fields of healthcare. Although exergames are the most prominent choice regarding health improvement, videogames have the potential to be used as a pain management tool, diagnostic tool, or educational tool. They also can be used as a facilitator in physical rehabilitation or cognitive loss prevention. More RCTs are needed to fully uncover the benefits of using videogames for improving patients' health.
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The current findings did not support insufficient playing time as a reason for lack of effectiveness.
“Insufficient playing time was previously mentioned as a potential reason for lack of effectiveness (Rahmani & Boren 2012), but this was not supported by our findings.”
From A meta-analysis of serious digital games for healthy lifestyle promotion (2014) · cites this paper as Rahmani & Boren 2012
Previous reviews targeting video games for health improvement have not covered effects on depression.
“Previous reviews that have targeted the use of video games to encourage health improvement18–20 have not covered the effects of such treatment on depression.”
From Game-based digital interventions for depression therapy: a systematic review and meta-analysis (2014) · cites this paper as [18]
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- Authors
- Rahmani, E., & Boren, S. A.
- Affiliations
- University of Missouri (US)
- Corresponding author
- Rahmani, Esmaeel
- Venue
- Games for Health Journal
- Publisher
- SAGE Publications
- Published
- 2012-10
- Volume
- 1
- Issue
- 5
- Pages
- 331-341
- ISSN
- 2161-783X (ISSN-L)
- 2161-7856
- OpenAlex
- W2028535780
- Cited by
- 73
- References
- 64
- Citations by year
- 2025: 4 · 2024: 4 · 2023: 3 · 2022: 3 · 2021: 3 · 2020: 6 · 2019: 5 · 2018: 9 · 2017: 8 · 2016: 9 · 2015: 8 · 2014: 6 · 2013: 5
- FWCI
- 12.18
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Games for Health Journal (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
- Social Sciences › Psychology › Applied Psychology › Digital Mental Health Interventions
- Keywords
- video games, health improvement, exergames, game-based learning, pain management, stress reduction, behavior change, physical rehabilitation, cognitive ability, sedentary lifestyle
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