Ontology highlight
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