Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review

Games Health J. 2022 Jun;11(3):141-156. doi: 10.1089/g4h.2021.0096. Epub 2022 Apr 27.

Abstract

This review synthesized active videogaming (AVG) intervention literature over a 10-year period (2010-2020) for people with neuromuscular conditions (18-64 years of age), examining interventions that aimed to improve health and secondary conditions, physical activity, and outcomes quality of life (QOL). Systematic searches yielded 40 eligible studies. The major groups were multiple sclerosis (40%) and stroke (33%), and the study participants had mostly mild-to-moderate disability who were able to play games in a standing position. Research designs primarily involved randomized controlled trials (65%) and pre/post-trial design without a control group (28%). The majority of interventions used commercial off-the-shelf gaming systems, such as Nintendo Wii and Microsoft Kinect. Studies reported significant improvements in health outcomes, specifically in balance (n = 30/36), mobility (n = 24/27), and cardiorespiratory fitness (n = 6/8). Positive changes were also seen in secondary conditions (n = 8/12), physical activity (n = 3/4), and QOL outcomes (n = 8/16). AVG research for people with neuromuscular conditions has grown in both quantity and quality but several gaps remain. Study findings provide a roadmap for future AVG trials on understudied populations, and highlight technology and targeted outcomes as drivers of future intervention research.

Keywords: Exergaming; Mobility impairment; Neuromuscular disorder; Quality of life; Secondary conditions.

Publication types

  • Review

MeSH terms

  • Adult
  • Exercise
  • Exercise Therapy
  • Humans
  • Multiple Sclerosis* / complications
  • Multiple Sclerosis* / therapy
  • Quality of Life
  • Video Games*