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Dataset Information

A randomized controlled pilot study of a cognitive-behavioral video game intervention for the promotion of active aging.


ABSTRACT:

Background

Due to the accessibility barriers of in-person programs for active aging, the development of programs that use innovative technologies is needed. Video games can be an engaging tool for disseminating active aging interventions.

Objective

The objective of this pilot study was to analyze the feasibility of a cognitive-behavioral intervention to promote active aging administered through a video game.

Methods

Fifty-five participants (63.6% women, mean age = 53.0 years) were randomly assigned to a cognitive-behavioral intervention to promote active aging administered through an interactive multimedia online video game with a complementary app (CBI-V; n = 29) or to a control group that received nonspecific online information (CG; n = 26).

Results

Only 3.6%

SUBMITTER: Otero P 

PROVIDER: S-EPMC10880542 | biostudies-literature | 2024 Jan-Dec

REPOSITORIES: biostudies-literature