Cited by 355Physical Activity and HealthEducational Games and GamificationTechnology Use by Older Adults

Exergames for Subsyndromal Depression in Older Adults: A Pilot Study of a Novel Intervention

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Rosenberg, Dori, Depp, Colin A., Vahia, Ipsit V., Reichstadt, Jennifer, Palmer, Barton W., Kerr, Jacqueline, Norman, Greg, Jeste, Dilip V.·2010·The American Journal of Geriatric Psychiatry

Abstract

Objectives Subsyndromal depression (SSD) is several times more common than major depression in older adults and is associated with significant negative health outcomes. Physical activity can improve depression, but adherence is often poor. The authors assessed the feasibility, acceptability, and short-term efficacy and safety of a novel intervention using exergames (entertaining video games that combine game play with exercise) for SSD in older adults.Methods Community-dwelling older adults (N = 19, aged 63-94 years) with SSD participated in a 12-week pilot study (with follow-up at 20-24 weeks) of Nintendo's Wii sports, with three 35-minute sessions a week.Results Eight-six percent of enrolled participants completed the 12-week intervention. There was a significant improvement in depressive symptoms, mental health-related quality of life (QoL), and cognitive performance but not physical health-related QoL. There were no major adverse events, and improvement in depression was maintained at follow-up.Conclusions The findings provide preliminary indication of the benefits of exergames in seniors with SSD. Randomized controlled trials of exergames for late-life SSD are warranted.

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  • Two studies introduced therapeutic interventions using exercising video games to treat depression, both aimed at older adults and used Nintendo Wii.

    “Two studies introduced therapeutic interventions using exercising video games to treat depression.28,40 Both were aimed at older adults, and used the Nintendo Wii device to encourage body motions during game playing.”
  • Other studies have demonstrated that rehabilitation programs using a Nintendo Wii console improved mental and cognitive functions in various populations, which may be related to the mental health aspects of health-related quality of life.

    “Other studies have demonstrated that rehabilitation programs using a Nintendo Wii console improved mental and cognitive functions in various populations, which may be related to the mental health aspects of health-related QOL11, 19).”
  • Recently, the Nintendo Wii exercise program has been employed in various populations, and positive effects have been reported with regard to physical and mental health.

    “Recently, the Nintendo Wii exercise program has been employed in various populations, and positive effects have been reported with regard to physical and mental health11, 19).”

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Authors
Rosenberg, D., Depp, C. A., Vahia, I. V., Reichstadt, J., Palmer, B. W., Kerr, J., Norman, G., & Jeste, D. V.
Affiliations
  • San Diego State University (US)
  • University of California San Diego (US)
Corresponding author
Jeste, Dilip V.
Venue
The American Journal of Geriatric Psychiatry
Publisher
Elsevier BV
Published
2010-03
Volume
18
Issue
3
Pages
221-226
ISSN
1064-7481 (ISSN-L)
OpenAlex
W1964833975
Cited by
355
References
21
Citations by year
2026: 10 · 2025: 11 · 2024: 13 · 2023: 20 · 2022: 9 · 2021: 19 · 2020: 32 · 2019: 25 · 2018: 18 · 2017: 28 · 2016: 18 · 2015: 32 · 2014: 37 · 2013: 28 · 2012: 24
FWCI
17.55
Type
journal article
Language
en
Open access
Locations
  • American Journal of Geriatric Psychiatry (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
Funders
National Institute of Mental Health (P30MH080002, MH077225, K23MH077225, MH080002)
Topics
  • Health Sciences › Medicine › Physiology › Physical Activity and Health
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Demography › Technology Use by Older Adults
Keywords
exergames, subthreshold depression, older adults, Wii Sports, video game-based exercise, depressive symptoms, mental health-related quality of life, cognitive performance, physical activity adherence, feasibility and acceptability, community-dwelling older adults
MeSH terms
Aged, Aged, 80 and over, Aging, Cognition, Depression, Female, Humans, Male, Mental Health, Middle Aged, Pilot Projects, Quality of Life, Exercise, Video Games

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