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Effects of eSports on subjective well-being among older adults

Effects of eSports participation on subjective well-being among older adults: A cluster randomized-controlled study - Effects of eSports participation on subjective well-being among older adults: A cluster randomized-controlled study

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-UMIN000052772
Enrollment
276
Registered
2023-11-14
Start date
2023-11-12
Completion date
Unknown
Last updated
2026-06-29

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

To examine the effects of eSports on subjective well-being among older people

Interventions

3-month eSports program, once per a week Usual activities

Sponsors

Chiba University
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: (1) People who can communicate in Japanese (2) Aged 60 years or older (3) People who consent to participate in the study

Exclusion criteria

Exclusion criteria: (1) People who do not consent to participate in the study (2) People who are recommended not to play video games by their doctors (3) People who are considered not appropriate to participate in the study by the study team

Design outcomes

Primary

MeasureTime frame
Changes in Ikigai-9

Secondary

MeasureTime frame
Changes in life satisfaction, happiness, self-rated physical health, self-rated mental health, interaction with friends and family, frequency of going out, participation in senior clubs, laughing, etc.

Countries

Japan

Contacts

Public ContactAtsushi Nakagomi

Center for Preventive Medical Sciences, Chiba University, Chiba, Japan Department of Social Preventive Medical Sciences

anakagomi0211@chiba-u.jp043-251-1111

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Jul 3, 2026