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ABSTRACT: Background
Due to the progressive aging of the population, programs to promote active aging have been recommended. However, older adults have difficulty accessing them. Interventions administered through online video games may increase their accessibility, and complementing these with a smartphone app will likely increase adherence and allow for ongoing professional monitoring. The objective of this study is to evaluate the efficacy of a cognitive-behavioral intervention for active aging administered through an online interactive multimedia video game that includes a smartphone app companion. The secondary objectives are to analyze the moderators and mediators of the change in the outcome variables and to evaluate the adherence to the intervention.Methods/design
A randomize
SUBMITTER: Vazquez FL
PROVIDER: S-EPMC6902608 | biostudies-literature | 2019 Dec
REPOSITORIES: biostudies-literature