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Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological–Cognitive Components in the Institutionalized Elderly

Author

Listed:
  • Maha Jahouh

    (Department of Health Sciences, University of Burgos, 09001 Burgos, Spain)

  • Jerónimo J. González-Bernal

    (Department of Health Sciences, University of Burgos, 09001 Burgos, Spain)

  • Josefa González-Santos

    (Department of Health Sciences, University of Burgos, 09001 Burgos, Spain)

  • Diego Fernández-Lázaro

    (Department of Biochemistry, Molecular Biology and Physiology, Faculty of Health Sciences, Campus of Soria, University of Valladolid, 42003 Soria, Spain
    Neurobiology Research Group, Faculty of Medicine, University of Valladolid, 47005 Valladolid, Spain)

  • Raúl Soto-Cámara

    (Department of Health Sciences, University of Burgos, 09001 Burgos, Spain)

  • Juan Mielgo-Ayuso

    (Department of Health Sciences, University of Burgos, 09001 Burgos, Spain)

Abstract

As people age, the risk of disease increases and deterioration becomes more noticeable. These changes can increase the risk of cognitive impairment, with negative consequences for the quality of life and the ability to perform activities of daily living (ADLs) in older people, which translate into greater dependence and loss of wellness. This study aimed to determine the impact and effectiveness of the use of the Wii ® game console (Nintendo Company Limited, Kyoto, Japan) on improving performance of basic and instrumental ADLs, as well as its relationship with cognitive impairment levels and mood in institutionalized older people. A longitudinal study was designed, whose study population consisted of people over 75 years of age who lived in a nursing-home or attended a day care center ( n = 80; 45 women). Cognitive status was assessed using Lobo’s Mini-Cognitive Examination (MCE) and Global Deterioration Scale (FAST-GDS), while the psychological assessment used the Dementia Apathy Interview and Rating (DAIR), Yesavage scale for Geriatric Depression (EGD-15), and Goldberg Anxiety and Depression Scale (EADG). Differences from T1 to T2 in the control group (control; n = 40; 23 women; 83.25 ± 8.78 years; 76.35 ± 13.54 kg) and in the experimental group (Wii; n = 40; 22 women; 85.05 ± 8.63 years; 74.60 ± 13.01 kg) were evaluated using a paired Student’s t -test or Wilcoxon’s signed rank test, and a two-way repeated measures analysis of variance (ANOVA) test. Differences in Δ (%) and other tests at T1 and T2 were compared using the independent t -test or Mann–Whitney U test, with the treatment category as a fixed factor. The results showed that the Wii ® video console had a positive influence for older people, increasing cognitive status and levels of ADLs, and psychological status. In addition, a positive correlation between performance of ADLs and cognitive status was observed, as well as a negative correlation with the psychological status. Through a rehabilitation program with a Wii ® game console in the elderly, depression, anxiety and apathy levels were reduced, accompanied by an increase in memory and attention, as well as in performance of basic and instrumental ADLs.

Suggested Citation

  • Maha Jahouh & Jerónimo J. González-Bernal & Josefa González-Santos & Diego Fernández-Lázaro & Raúl Soto-Cámara & Juan Mielgo-Ayuso, 2021. "Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological–Cognitive Components in the Institutionalized Elderly," IJERPH, MDPI, vol. 18(4), pages 1-14, February.
  • Handle: RePEc:gam:jijerp:v:18:y:2021:i:4:p:1570-:d:495050
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    References listed on IDEAS

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    1. Violeta Clement-Carbonell & Rosario Ferrer-Cascales & Nicolás Ruiz-Robledillo & María Rubio-Aparicio & Irene Portilla-Tamarit & María José Cabañero-Martínez, 2019. "Differences in Autonomy and Health-Related Quality of Life between Resilient and Non-Resilient Individuals with Mild Cognitive Impairment," IJERPH, MDPI, vol. 16(13), pages 1-13, June.
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    Cited by:

    1. Francisco Regalado & Cláudia Pedro Ortet & Liliana Vale Costa & Carlos Santos & Ana Isabel Veloso, 2023. "Assessing Older Adults’ Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing," Media and Communication, Cogitatio Press, vol. 11(3), pages 88-100.
    2. Juan Mielgo-Ayuso & Diego Fernández-Lázaro, 2021. "Sarcopenia, Exercise and Quality of Life," IJERPH, MDPI, vol. 18(10), pages 1-4, May.
    3. Bárbara-Mariana Gutiérrez-Pérez & Antonio-Víctor Martín-García & Alicia Murciano-Hueso & Ana-Paula Oliveira Cardoso, 2023. "Use of serious games with older adults: systematic literature review," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-17, December.
    4. Young Ko & Kyounga Lee, 2022. "Social Frailty and Health-Related Quality of Life in Community-Dwelling Older Adults," IJERPH, MDPI, vol. 19(9), pages 1-11, May.

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