Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Cognitive Development During Adulthood01:30

Cognitive Development During Adulthood

709
Cognitive development continues throughout adulthood, undergoing significant shifts across early, middle, and late stages. Individual transition occurs from adolescent idealism to pragmatic and adaptable thinking in early adulthood. During this period, individuals learn to integrate personal beliefs with the recognition that other perspectives are equally valid. Exposure to the complexities of modern society, diverse experiences, and higher education contribute to this adaptive thought process,...
709
Community Based Intervention01:30

Community Based Intervention

240
Community-based interventions in mental health represent a paradigm shift from institution-centered care to treatments embedded within the fabric of local communities. By prioritizing inclusion and leveraging existing societal structures, this approach fosters a supportive environment conducive to addressing mental health challenges while promoting individual dignity and agency.
Foundations of Community Mental Health Programs
Central to the success of community-based interventions is the...
240

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Designing interventions guided by digital phenotype and pharmacogenetics in Spain for suicidal behaviour based on retrospective data: the multicentre SMARTomicS study protocol.

BMJ open·2026
Same author

Childhood Adversities and Psychosis Across Populations: Insights From the 6-Country EU-GEI Study.

Schizophrenia bulletin·2026
Same author

Age-at-migration, ethnicity and psychosis risk: Findings from the EU-GEI case-control study.

PLOS mental health·2026
Same author

Removal of textile microplastic fibers from water by photo-Fenton oxidation.

Water research·2025
Same author

A Randomized Controlled Trial of an Enhanced Version of a Cognitive-Behavioral Video Game Intervention Aimed at Promoting Active Aging: Assessments of Perceived Health and Healthy Lifestyle Habits at Pre- and Post-Intervention.

Journal of clinical medicine·2025
Same author

Efficacy of a video game for promoting active and healthy aging (Initial Version): a randomized controlled trial.

BMC public health·2025

Related Experiment Video

Updated: Jan 2, 2026

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
07:27

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty

Published on: October 6, 2016

10.6K

Cognitive-behavioral intervention via interactive multimedia online video game for active aging: study protocol for a

Fernando L Vázquez1, Ángela J Torres2, Patricia Otero3

  • 1Department of Clinical Psychology and Psychobiology, University of Santiago de Compostela, Santiago de Compostela, Spain. fernandolino.vazquez@usc.es.

Trials
|December 10, 2019
PubMed
Summary

This study tests a video game intervention with a smartphone app to improve active aging in older adults. Findings will guide the first evidence-based, accessible digital program for healthy aging.

Keywords:
Active ageingHealth promotionOlder adultsStudy protocolVideo game

More Related Videos

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

17.1K
Validation of a Psychosocial Intervention on Body Image in Older People: An Experimental Design
07:40

Validation of a Psychosocial Intervention on Body Image in Older People: An Experimental Design

Published on: May 31, 2021

3.8K

Related Experiment Videos

Last Updated: Jan 2, 2026

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
07:27

Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty

Published on: October 6, 2016

10.6K
Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
13:40

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking

Published on: December 16, 2010

17.1K
Validation of a Psychosocial Intervention on Body Image in Older People: An Experimental Design
07:40

Validation of a Psychosocial Intervention on Body Image in Older People: An Experimental Design

Published on: May 31, 2021

3.8K

Area of Science:

  • Gerontology
  • Digital Health
  • Behavioral Science

Background:

  • Aging populations require accessible active aging programs.
  • Older adults face barriers to accessing traditional programs.
  • Digital interventions, like video games and apps, offer potential solutions.

Purpose of the Study:

  • To evaluate the efficacy of a cognitive-behavioral intervention for active aging delivered via an interactive video game with a smartphone app.
  • To analyze moderators and mediators of outcome changes and assess intervention adherence.

Main Methods:

  • Randomized controlled trial with 548 adults aged 45+.
  • Intervention group: 8-week online video game with app; Control group: online active aging information.
  • Outcomes measured via online self-administered tests at baseline, post-intervention, and 6/12-month follow-ups.

Main Results:

  • Primary outcome: mental health status (SF-36) at post-intervention.
  • Secondary outcomes include emotional well-being, cognitive function, physical activity, and adherence.
  • Investigator-blinded evaluation using online assessments.

Conclusions:

  • This research could establish the first evidence-based, video game-based active aging intervention with a companion app.
  • Results will inform the efficacy, accessibility, and clinical utility of digital health solutions for promoting healthy aging.