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. 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. 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). 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. Thai Clinical Trials Registry TCTR20250905004https://www.thaiclinicaltrials.org/show/TCTR20250905004 Retrospectively registered on 5th September 2025.
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Jonathan Bayuo
Arkers Kwan Ching Wong
Frances Kam Yuet Wong
BMC Geriatrics
Hong Kong Polytechnic University
James Cook University
University of Southern Queensland
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Bayuo et al. (Tue,) studied this question.
www.synapsesocial.com/papers/69d895046c1944d70ce05f9d — DOI: https://doi.org/10.1186/s12877-026-07426-6