2 149 REVIEW OF APPLIED & CASUAL GAMES FOR MENTAL HEALTH Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Wu et al. 2022 Taiwan Healthy university students 83*o 57.5 23.20 (2.96) 20-36 years 1. Nintendo Switch Ring Fit Adventure exergame (casual game). 2. Control group (passive condition). 1. Participants were required to exercise three times per week for 30 minutes, for 4 weeks. 2. Participants maintained their regular exercise habits during the study period. Baseline, pre and post. Running time, heart condition during exercise (cardiac force index), sleep quality, mood disorder; gender (subgroup analyses); age, sex, height, weight, neck and waist circumference, smoking status, alcohol consumption, milk and vegetable and fruit intake, exercise habits, sleep quality and mood disorder (covariates measured at baseline). Running time significantly improved in the intervention group and remained stable for the control group. Mood disorders increased in the intervention group. No differences between the groups were found on the cardiac force index and for sleep quality. Yu et al. 2023 Taiwan Healthy university students 117 42.7 23.70 (2.05) 20-24 years 1. Playing exergames from the Your Shape: Fitness Evolved software (casual games). 2. Control group (passive condition). 1. Participants were asked to play exergames three times a week for 30 minutes, for 12 weeks. 2. Participants did not play exergames during the study period. Pre and post. Quality of life (subscales: physical functioning, role-physical, bodily pain, general health, vitality, social functioning, role-emotional, mental health); exercise enthusiasm and weight control (moderators). The intervention group showed increased quality of life in terms of physical functioning, role-physical, general health, and social functioning compared to the control group.
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