Effects of an active arcade gaming intervention on psychosocial outcomes for homebound older adults: a pilot randomised controlled trial

Journal Publication ResearchOnline@JCU
Bayuo, Jonathan;Wong, Arkers Kwan Ching;Wong, Frances Kam Yuet;Chow, Karen Kit Sum;Agbadi, Pascal
Abstract

Background: With the rapidly ageing population across the globe, there is a great need for innovative interventions that can improve ageing in place by attenuating psychosocial burden and improving the quality of life of older adults. Although gaming interventions have been observed to be associated with improved psychosocial outcomes among other age groups, its use in the homebound adult population has received limited attention. This study aimed to examine the feasibility and preliminary effects of an Active Arcade gaming intervention on psychosocial outcomes for homebound older adults in Hong Kong. Methods: A pilot randomized controlled trial approach was employed. The participants in the intervention group were paired up to play the game together in scheduled time slots on weekly basis over an 8-week period. The participants in the control group could not access the paired gaming intervention but were encouraged to interact with their caregivers and other family members as usual. Also, two social calls were placed over the 8-week period. There were four sets of outcomes and outcome measures in addition to socio-demographic data: depression, anxiety, loneliness, perceived social support, and quality of life. Analysis of Covariance (ANCOVA) was employed to ascertain the effects of the intervention. Results: Sixty older adults participated in the study. Overall, it was feasible to deliver a gaming intervention with no significant challenges regarding recruitment and low attrition rates. Participants in the intervention group demonstrated improved scores regarding social loneliness compared to the control group F(1, 53) = 31.48 (p < 0.05). No statistically significant findings were however observed regarding emotional loneliness, overall loneliness, depression, and anxiety. For social support, statistically significant findings were only observed regarding objective support F(1, 53) = 17.56 (p < 0.05). Also, regarding quality of life, statistically significant finding was observed regarding the physical component, F(1, 53) = 23.01 (p < 0.05). Conclusion: Implementing a gaming intervention for homebound older adults is feasible and may be beneficial in improving their social loneliness, objective support, and physical component of quality of life. Including such innovative intervention in community-based programs for homebound older adults may be helpful to improve psychosocial outcomes.

Journal

BMC Geriatrics

Publication Name

BMC Geriatrics

Volume

26

ISBN/ISSN

1471-2318

Edition

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Issue

1

Pages Count

13

Location

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Publisher

BioMed Central

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Publisher Location

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Publish Date

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Date

N/A

EISSN

N/A

DOI

10.1186/s12877-026-07426-6