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REVIEW Open Access
The effectiveness of intervention withboard games: a systematic reviewShota Noda1* , Kentaro Shirotsuki2 and Mutsuhiro Nakao3
Abstract
To examine the effectiveness of board games and programs that use board games, the present study conducted asystematic review using the PsycINFO and PubMed databases with the keywords “board game” AND “trial;” in total,71 studies were identified. Of these 71 studies, 27 satisfied the inclusion criteria in terms of program content,intervention style, and pre–post comparisons and were subsequently reviewed. These 27 studies were divided intothe following three categories regarding the effects of board games and programs that use board games:educational knowledge (11 articles), cognitive functions (11 articles), and other conditions (five articles). The effectsizes between pre- and post-tests or pre-tests and follow-up tests were 0.12–1.81 for educational knowledge, 0.04–2.60 and − 1.14 – − 0.02 for cognitive functions, 0.06–0.65 for physical activity, and − 0.87 – − 0.61 for symptoms ofattention-deficit hyperactivity disorder (ADHD). The present findings showed that, as a tool, board games can beexpected to improve the understanding of knowledge, enhance interpersonal interactions among participants, andincrease the motivation of participants. However, because the number of published studies in this area remainslimited, the possibility of using board games as treatment for clinical symptoms requires further discussion.
Keywords: Board game, Systematic review, Education, Cognitive function
BackgroundA board game is a generic term for a game played byplacing, moving or removing pieces on a board and thatutilizes a game format in which pieces are moved inparticular ways on a board marked with a pattern. Ex-amples of board games include chess, Go, and Shogi. Re-search involving chess, which is played by two playerson a board with 64 black and white squares and 16pieces for each player [1], has contributed to the theoret-ical development of cognitive psychology [2]. For ex-ample, Burgoyne et al. [3] conducted a meta-analysisand demonstrated that chess skills are significantly andpositively correlated with four broad cognitive abilities:fluid reasoning, comprehension-knowledge, short-termmemory, and processing speed. Similarly, a meta-analysis by Sala and Gobet [4] found that chess instruc-tion moderately improves the cognitive skills of children.In contrast, Go is ancient board game that consists of
simple elements (a line and circle, black and white
colors, and stone and wood materials) combined withsimple rules that generate subtleties that have enthralledplayers for millennia [5]. Go is a famous board game inAsian countries and has been used as a tool for increas-ing or maintaining brain activity for more than 5000years [6]. It is currently gaining popularity in the UnitedStates and Europe [6], and Kim et al. [7] has suggestedthat playing Go might be effective for children withattention-deficit hyperactivity disorder (ADHD) due toits activation of hypo-aroused prefrontal cortical func-tion and the enhancement of executive function. Linet al. [8] conducted an intervention study using GO inpatients with Alzheimer’s disease and showed that play-ing Go can also improve the clinical symptoms associ-ated with depression, anxiety, and Alzheimer’s Disease.Similar to chess and Go, Shogi is a board game for twoplayers that is also referred to as Japanese chess. Wanet al. [9] conducted an experiment with undergraduatestudents and found that Shogi training is related to acti-vation in the head of the caudate nucleus. Taken to-gether, the abovementioned findings suggest that chess,Go, and Shogi are effective ways to achieve variousoutcomes.
© The Author(s). 2019 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, andreproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link tothe Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver(http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
* Correspondence: [email protected] School of Human and Social Sciences, Musashino University, 3-3-3Ariake, Koutouku, Tokyo 135-8181, JapanFull list of author information is available at the end of the article
Noda et al. BioPsychoSocial Medicine (2019) 13:22 https://doi.org/10.1186/s13030-019-0164-1
There are many board games other than chess, Go,and Shogi. For example, educational board games, suchas Kalèdo, have been used to improve nutrition know-ledge and promote a healthy lifestyle for children [10].Zeedyk et al. [11] investigated the effectiveness of aboard game for increasing knowledge about road safetyand danger and found that the interventions were sig-nificantly effective in increasing children’s knowledge.Although the impacts of various board games have beenpreviously examined, their effects have yet to be compre-hensively reviewed. As a result, the functions and effectsof board games as a whole remain unclear. Thus, thepresent review systematically examined the effectivenessof board games and programs that use board games.
MethodsFor the present review, a literature search based on thePreferred Reporting Items for Systematic Reviews andMeta-Analyses [12] using the PsycINFO and PubMeddatabases was conducted to collect findings on the ef-fectiveness of board games and programs using boardgames. The keywords for the literature search were“board game” AND “trial,” and the date selected wasSeptember 13th, 2018. The search identified nine studiesfrom PsycINFO and 32 studies from PubMed. The firstauthor of this review performed a manual search thatidentified six additional studies, and 24 additional stud-ies were extracted from Sala & Gobet [4], which con-ducted a meta-analysis about the benefits of chess.Duplicate studies were deleted and, ultimately, a list ofreferences consisting of 66 articles was prepared.
The inclusion criteria for the present study were asfollows: (a) studied the effects of board games and pro-grams using board games on psychological and educa-tional outcomes, (b) included pre–post comparativetests, (c) used an interventional or experimental ratherthan a review approach, (d) had full text availability, (e)was written in English, and (f) was peer reviewed. Ascreening to remove articles that were judged not to sat-isfy any of the criteria from (a) to (f) was conducted, and29 articles were extracted. Additionally, one study wasexcluded because it did not use a traditional board game(it used a Wii Fit balance board), and one study was ex-cluded because the content details of the board gamewere unclear. Ultimately, 27 articles were selected forthe present study; the literature search process is pre-sented in Fig. 1.Furthermore, in the studies where the means and
standard deviations of the intervention group are de-scribed, Cohen’s d was calculated to assess effect sizesbetween pre- and post-tests or between pre-tests andfollow-up tests with the following formula based onCohen [13].
d ¼ M2‐M1
SDpooled
SDpooled ¼ffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
n2‐1ð ÞSD22 þ n1‐1ð ÞSD2
1
�
n2 þ n1‐2
!
v
u
u
t
Note: M1 and M2 are the mean of the interventiongroup at the pre-test session and the post-test session or
Fig. 1 PRISMA flow chart of the study selection process
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 2 of 21
follow-up test session, respectively. SDpooled is thepooled standard deviation (SD1 is the standard deviationof the intervention group at the pre-test session and SD2
is the standard deviation at the post-test session orfollow-up test session). n1 is the number of samples atthe pre-test session. n2 is the number of samples at thepost-test session or follow-up test session.In the studies where the means and standard devia-
tions are described in the intervention group and theother groups, Cohen’s d was also calculated to assess ef-fect sizes compared to the other groups (control groups)with the following formula based on Sala et al. [14].
d ¼ Mgi‐Mgc
SDpooled‐pre
SDpooled‐pre ¼ffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi
ni‐1ð ÞSDpre:i2 þ nc‐1ð ÞSDpre:c
2�
ni þ nc‐2
!
v
u
u
t
Note: Mgi and Mgc are the mean gain of the interven-tion group and the control group (other group) at thepost-test session or at the follow-up test session, respect-ively, and SDpooled-pre is the pooled standard deviationof the two pre-test standard deviations. SDpre.i is thestandard deviation of the intervention group at the pre-test session, and SDpre.c is the standard deviation of thecontrol group at the pre-test session. ni is the number ofsamples in the intervention group who received the pre-test session and post-test session or the pre-test sessionand follow-up test session. nc is the number of samplesin the control group who received the pre-test sessionand post-test session or the pre- test session and follow-up test session.According to Cohen [13], Cohen’s d of approximately
0.20 is small, 0.50 medium, and 0.80 large.
Results and discussionThe effect of interventions with board gamesIn the present review, the selected studies were dividedinto the following three categories regarding the effectsof board games and programs that use board games:educational knowledge (11 articles), cognitive functions(11 articles), and other conditions (five articles).An overview of the findings about the effects of board
games and programs that use board games related toeducational knowledge is shown in Table 1 [10, 11,15–23]. Board games in this category were used forthe purpose of improving educational knowledge, andthe effect sizes (Cohen’s d) between pre- and post-tests or between pre-tests and follow-up tests rangedfrom 0.12 to 1.81 and between the mean gain of themain intervention group and the other groups rangedfrom 0.81 to 0.93 and − 1.84 to − 1.65.
An overview of the findings about the effects of boardgames and programs that use board games on cognitivefunctions is shown in Table 2 [6, 24–33]. This categoryincluded board games such as Go, Ska, and chess, andthe effect sizes (Cohen’s d) between pre- and post-testsof cognitive function ranged from 0.04 to 2.60 and − 1.14to − 0.02. The effect size of the exacerbation was calcu-lated in only the chess group of Sala et al. [27]. The ef-fect sizes (Cohen’s d) between the mean gain of themain intervention group and the other groups rangedfrom 0.06 to 2.36 and − 1.38 to − 0.22.An overview of the findings about the effects of board
games and programs that use board games on otherconditions is shown in Table 3 [7, 8, 34–36]. This cat-egory addressed the impacts of board games on physicalactivity, anxiety, ADHD symptoms, and the severity ofAlzheimer’s Disease. The effect sizes (Cohen’s d) be-tween pre- and post-tests or between pre-tests andfollow-up tests ranged from 0.06 to 0.65 for physical ac-tivity and from − 0.87 to − 0.61 for ADHD symptoms.
Board games and educational knowledgeEleven studies that used board games to increase educa-tional knowledge were selected for this review. Thepresent findings showed that board games influenceeducational knowledge and concomitant outcomes, withthe effect sizes for educational knowledge ranging fromvery small to large.Board games can be used as a tool to encourage learn-
ing. In previous studies, specialized board games aimedat improving knowledge in the field of education weretargeted and subsequently developed and investigated.For example, Wanyama et al. [16] conducted a study ofthe Make a Positive Start Today game, which is a boardgame aimed at improving knowledge about human im-munodeficiency virus (HIV) and sexually transmitted in-fections (STIs). Similarly, Kalèdo is an educational boardgame used to increase nutrition knowledge [10, 19, 21].It has been shown that these board games contribute toincreasing knowledge related to each particular field.Board games are also efficacious for goals other than
increasing knowledge. According to Charlier and DeFraine [22], board games can be an enjoyable and motiv-ational method for learning content and enhancinggroup interactions, competition, and fun. Martins et al.[18] reported that board games teach educational con-tent in a playful and enjoyable way and involve interac-tions with family and friends; thus, they favor knowledgeacquisition by enabling exchanges of experiences andlearning. Furthermore, Wanyama et al. [16] showed that,as a method of health education, board games increasethe acquisition of knowledge as well as result in morepositive experiences than do health talks among bothparticipants and facilitators. Amaro et al. [10] found that
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 3 of 21
Table
1Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
ined
ucationalkno
wledg
e
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestandpo
sttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ard
gamebe
tweenthe
meangain
ofthe
mainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
Khazaal
etal.
(2013)
[15]
RCT
ThePick-Klopgame:itin
clud
esmorethan
300cards
with
questio
ns,eachwith
threerespon
seop
tions.The
questio
nsareabou
t(1)sm
okingandtobaccohistory,(2)
tobaccocompo
nentsand
theirbiolog
icaleffects,(3)
reinforcem
entmechanism
sinvolved
insm
okingaddic
tion,(4)cogn
itive
andbe
hav
ioralm
echanism
sinvolved
inthemainten
ance
ofsm
oking,
(5)sm
okingcigarettes
asa
coping
strategy,(6)
costsof
tobaccoaddictionandthe
bene
fitsof
quittingsm
oking,
(7)stages
ofchange
,(8)
cog
nitiveandbe
havioralmecha
nism
sinvolved
inbe
havioral
change
,and
(9)med
ications
andtreatm
entsthat
help
dur
ingsm
okingcessation.
Playersdraw
acard
inon
eof
thefollowingcatego
ries:
questio
n,surprise,or
tempta
tion.Ifthey
answ
erthequ
estio
ncardscorrectly,p
layers
may
gain
points.Surprise
cardsaddam
usem
ent,allow
ingplayersto
obtain
agiftor
secret
cardsthat
allow
them
tohe
lpor
blockanothe
rplayer
durin
gplay
atthemo
men
tof
theirchoice.The
numbe
rof
temptationcards
which
illustratelapseandre
lapseprocesses,as
wellasre
lapsepreven
tionstrategies,
increasesat
theen
dof
the
gamebo
ard.
Participantswerecurren
tdaily
smokerswho
were
adults(18–65
yearsold).
ThePick-Klopgrou
p:n=120
(meanage:33.7±13.4),2
weeks:com
pletersn=97,3
mon
th:com
pletersn=94.
Thepsycho
educationgrou
p:n=60
(meanage:28.7±
10.8),2weeks:com
pleters
n=43,3
mon
ths:completers
n=38.
Thewaitin
glist:n=60
(mean
age:30.0±10.0),2weeks:
completersn=47,3
mon
ths:
completersn=41.
ThePick-Klopgrou
p:tw
oses
sion
s(1.5heach)of
thePick-
Klop
game.
Thepsycho
educationgrou
p:tw
osessions
(1.5heach)of
psycho
educationabou
tsm
okingandsm
oking
cessation.
Scores
onattitud
estowards
nicotin
ereplacem
ent
therapy,attitud
estowards
smoking,
andsm
okingself-
efficacyim
proved
forparticipantsallo
catedto
thePick-
Klop
grou
pandthe
psycho
education
grou
pwith
respect
tothewaitin
glist.
d=0.71
(betweenpreand
posttest)on
Attitu
des
Towards
Nicotine
Replacem
entTherapyScale
(ANRT)-P
erceived
Advantage
.d=0.59
(betweenpreand
follow-up)
onANRT-
PerceivedAdvantage
.d=0.14
(betweenpreand
posttest)on
ANRT-Drawback.
d=0.23
(betweenpreand
follow-up)
onANRT-
Drawback.
d=−0.46
(betweenpreand
posttest)on
ANRT-"Don
’tknow
”Answers.
d=−0.60
(betweenpreand
follow-up)
onANRT-"Don
’tknow
”Answers.
d=0.21
(betweenpreand
posttest)on
Attitu
des
Towards
SmokingScale
(ATS)-Adverse
Effectsof
Smoking.
d=0.12
(betweenpreand
follow-up)
onATS
-Adverse
Effectsof
Smoking.
d=−0.27
(betweenpreand
posttest)on
ATS-
Psycho
activeBene
fitsof
Smoking.
d=−0.26
(betweenpreand
follow-up)
onATS-
Psycho
activeBene
fitsof
Smoking.
d=−0.30
(betweenpreand
posttest)on
ATS-Pleasureof
Smoking.
d=−0.44
(betweenpreand
follow-up)
onATS-Pleasureof
Smoking.
d=0.15
(betweenpreand
posttest)on
SmokingSelf-
EfficacyQuestionn
aire.
d=0.51
(betweenpreand
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 4 of 21
Table
1Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
ined
ucationalkno
wledg
e(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestandpo
sttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ard
gamebe
tweenthe
meangain
ofthe
mainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
follow-up)
onSm
okingSelf-
EfficacyQuestionn
aire.
d=−0.09
(betweenpreand
posttest)on
Cigarettes
Smoked
PerDay.
d=−0.67
(betweenpreand
follow-up)
onCigarettes
Smoked
PerDay.
Wanyama
etal.
(2012)
[16]
RCT
The“m
akeapo
sitivestart
today!”bo
ardgame:itisan
educationalb
oard
gameon
theup
take
ofknow
ledg
eabou
tHIV
andsexually
transm
itted
infections.Itis
intend
edto
increase
peop
lelivingwith
HIV’sparticipation
andattention,to
gene
rate
know
ledg
eon
HIV,sexually
transm
itted
infections
and
antiretroviraltreatmen
t,and
toen
hancepreven
tion
behavior.
Participantswere180
patients.
Theinterven
tiongrou
p:n=
90(m
eanage:60).
Thestandard
ofcare
grou
p:n=90
(meanage:55).
Theinterven
tiongrou
pplayed
the“m
akeapo
sitive
starttoday!”bo
ardgame.
Thestandard
ofcare
grou
pparticipated
astandardized
health
talk.
Theinterven
tion
grou
pwhich
played
the“m
akeapo
sitive
starttoday!”bo
ard
gamehashigh
erup
take
ofknow
ledg
eof
HIV
andsexually
transm
itted
infections
than
the
standard
ofcare
grou
p.
Unableto
calculate
Unableto
calculate
Nieh&Wu
(2018)
[17]
cRCT
TheGalaxyRescuersgame:it
isde
sign
edfor2to
6players.
Thestorylineof
thegameis
abou
t6charactersattend
ing
thetraining
scho
olto
becometherescuersof
the
Galaxy.Thegameinclud
es3
stages.A
tthefirststage,the
playersearn
pointsby
answ
eringqu
estio
nsabou
tbu
llying.
Atthesecond
stage,
theplayerscompleteamix
andmatch
gameby
matchingcharacters,suchas
abu
lly,a
victim
,areinforcer,
orade
fend
erandtheirroles
inabu
llyingincide
nt.The
third
stageisacollabo
rative
gamein
which
theplayers
need
toworktoge
ther
toaccomplishtheirtraining
tasks.
Participantswere328
stud
ents(11–12
yearsold).
Thegame-on
lygrou
p:n=
116.
Thegame-with
-deb
riefing
grou
p:n=125.
Thecontrolg
roup
:n=87.
Thegame-on
lygrou
pplayed
theGalaxyRescuersgame.
Thegame-with
-deb
riefing
grou
pplayed
theGalaxyRes
cuersgameandcond
ucted
reflectionanddiscussion
.Thecontrolg
roup
cond
ucted
regu
larbu
lling
curriculum
usingconven
tionalteaching
metho
ds,suchas
antib
ullying
vide
osandworkshe
etassign
men
ts.
TheGalaxyRescuers
gamesign
ificantly
increasedplayers’
know
ledg
eabou
tbu
llying.
Thegame-with
-de
briefinggrou
pshow
edalarger
increase
inbu
llying
know
ledg
ethan
the
game-on
lygrou
p.Thegame-with
-de
briefinggrou
palso
show
eda
change
inbu
llying
attitud
eand
empathy.
Unableto
calculate
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 5 of 21
Table
1Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
ined
ucationalkno
wledg
e(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestandpo
sttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ard
gamebe
tweenthe
meangain
ofthe
mainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
Martin
set
al.
(2018)
[18]
cRCT
Thebo
ardgameed
ucational
interven
tion“Trilha
Família
Amam
enta”(Breastfe
eding
Family’sTrail).
Participantswere171
childrenin
thethird
gradeof
elem
entary
scho
ol.A
nalyzed
participantswere99.
Theinterven
tiongrou
p:n=
51,p
ost-assessmen
tafter
30th:n
=48.
Thecontrolg
roup
:n=56,
post-assessm
entafter30th:
n=51.
Theinterven
tiongrou
p:childrenparticipated
inthe
educationalinterventionwith
thebo
ardgame.
Thecontrolg
roup
:children
didno
tparticipatein
the
educationalinterventionwith
thebo
ardgame.
Scores
for
know
ledg
eon
breastfeed
ingwere
high
erin
the
interven
tiongrou
p,on
the7thand
30th,thanthe
controlg
roup
.With
inthe
interven
tiongrou
p,therewas
asign
ificant
increase
ofthemeans
ofscores
for
know
ledg
eon
breastfeed
ingin
the
posttestforthe
30th
day.
d=1.50
(betweenpreand
posttestat
the7thday)on
Breastfeed
ingKn
owledg
e.d=1.81
(betweenpreand
posttestat
the30th
day)on
Breastfeed
ingKn
owledg
e.
d=0.81
(betweenthe
meangain
ofthe
interven
tiongrou
pandthecontrolg
roup
atthe7thday)on
Breastfeed
ing
Know
ledg
e.d=0.93
(betweenthe
meangain
ofthe
interven
tiongrou
pandthecontrolg
roup
atthe30th
day)on
Breastfeed
ing
Know
ledg
e.
Vigg
iano
etal.
(2018)
[19]
cRCT
Thebo
ardgame“Kaled
o”:it
isane
wed
ucationalb
oard
gameto
improvenu
trition
know
ledg
eandto
prom
otea
healthylifestyle.The
gameis
design
edto
beattractivefor
peop
leof
everyagefro
mkids
toadults.A
typicalg
ame
sessionrequ
irestw
oto
four
playersandlastsabou
t15–
30min.
Participantswere1313
children.
Thetreatm
entgrou
p:n=837,
thefirstpo
st-assessm
entat
8mon
ths:n=651,thesecond
post-assessm
entat
18mon
ths:n=254.
Thecontrolg
roup
:n=476,
thefirstpo
st-assessm
entat
8mon
ths:n=356,thesecond
post-assessm
entat
18mon
ths:n=202.
Thetreatm
entgrou
p:the
childrenparticipated
inon
esession(15–30
min)with
the
boardgameKaledo
,every
weekfor20
weeks.
Thecontrolg
roup
:the
childrendidno
tplay
with
Kaledo
.
Thetreatedgrou
psign
ificantly
increasedthe
consum
ptionof
healthyfood
,and
decreasedjunk
food
consum
ption
comparedto
the
controlg
roup
.Thetreatedgrou
psign
ificantly
increasedin
frequ
ency
and
duratio
nof
physical
activity
compared
tothecontrol
grou
p.TheBM
Iz-score
inthetreatedgrou
psign
ificantlyde
creasedcompared
tothat
inthecon
trol
grou
p.
Unableto
calculate
Unableto
calculate
Karbow
nik
etal.
(2016)
[20]
RCT
Thebo
ardgame
“Antim
icroGAME”
was
design
edto
integrate
Participantswere124
stud
ents.
Thebo
ardgamegrou
p:n=
Thebo
ardgamegrou
p:participantsplayed
board
game“Antim
icroGAME”.
Thebo
ardgame
grou
psign
ificantly
increases
Unableto
calculate
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 6 of 21
Table
1Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
ined
ucationalkno
wledg
e(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestandpo
sttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ard
gamebe
tweenthe
meangain
ofthe
mainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
bacteriology
and
mechanism
sof
actio
nof
antim
icrobialdrug
s.The
factualcon
tent
ofthe
“Antim
icroGAME”
was
based
arou
ndtheexistin
gbasic
med
icalph
armacolog
ysyllabu
sforthe
unde
rgradu
atecourse
inmed
icineandfurthe
rrevised
byan
inde
pend
entsenior
specialistin
med
ical
pharmacolog
y.
63(m
eanage:23.2±1.1).
Thecontrolg
roup
(lecture-
basedseminar):n=61
(mean
age:23.6±1.7).
Thecontrolg
roup
:participantsreceived
lecture-
basedseminar.
know
ledg
eretentionat
post-
testin
final
exam
ination.
Know
ledg
eretentionof
board
gamegrou
pwas
high
erthan
lecture-
basedseminar
grou
p.
Vigg
iano
etal.
(2015)
[21]
cRCT
Thebo
ardgame“Kaled
o”Participantswere3110
(9–19
yearsold).
Thetreatm
entgrou
p:n=
1663
(meanage:13.3),the
follow-upafter6mon
ths:n=
1076,the
follow-upafter18
mon
ths:n=624.
Thecontrolg
roup
:n=1447
(meanage:13.0),thefollow-
upafter6mon
ths:n=1080,
thefollow-upafter18
mon
ths:n=421.
Thetreatm
entgrou
p:the
treatm
entgrou
preceived
Kaledo
each
weekover
20consecutiveweeks.
Thecontrolg
roup
:the
controlg
roup
didno
treceive
anyinterven
tion.
Atthefirstpo
st-
assessmen
tafter6
mon
ths,thetreat
men
tgrou
pob
tained
sign
ificantly
high
erscores
than
thecontrolg
roup
ontheadolescent
food
habitschecklist
(the
exam
inationof
healthyeatin
gbe
haviorsin
adoles
cents),nutrition
know
ledg
e,he
althy
andun
healthydiet
andfood
,physical
activity
andlifestyle,
food
habits.
Thetreatedgrou
phadsign
ificantly
lower
BMIz-score
with
respectto
the
controlsat
thefirst
post-assessm
ent
after6mon
ths,and
second
post-
assessmen
tafter18
mon
ths.
Unableto
calculate
Unableto
calculate
Charlier
&Fraine
(2013)
[22]
cRCT
Theed
ucationalb
oard
game
infirstaid:
thegamebo
ardis
aland
scapeof
ade
veloping
Participantswere120
childrenin
gene
ral
second
ary.
Thebo
ardgamegrou
p:participantsplayed
thebo
ard
game.
Thebo
ardgame
grou
pandthe
lecturegrou
p
d=1.40
(betweenpreand
posttest)on
Know
ledg
eof
FirstAid.
d=−1.84
(between
themeangain
ofthe
interven
tiongrou
p
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 7 of 21
Table
1Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
ined
ucationalkno
wledg
e(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestandpo
sttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ard
gamebe
tweenthe
meangain
ofthe
mainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
coun
trybu
iltby
theplayers
asthegameprog
ress.The
goalof
thegameisto
build
themostfirstaidpo
stsand
hospitalsby
collecting
questio
ncards(re
presen
ting
buildingmaterial).
Thebo
ardgamegrou
p:n=
62.
Thelecturegrou
p:n=58.
Thelecturegrou
p:participantsreceived
alectureabou
tfirstaidwith
vide
o,pictures,and
demon
stratio
ns.
show
edsign
ificantly
increase
infirstaid
know
ledg
e.Thelecturegrou
pwas
sign
ificantly
moreeffectivein
increasing
know
ledg
eforfirst
aid,
ascomparedto
thebo
ardgame
grou
p.
d=0.78
(betweenpreand
retentiontest)on
Know
ledg
eof
FirstAid.
andthelecture
grou
p)on
Know
ledg
eof
FirstAid.
d=−1.65
(between
themeangain
ofthe
interven
tiongrou
pandthelecture
grou
p)on
Know
ledg
eof
FirstAid.
Amaro
etal.
(2006)
[10]
cRCT
Thebo
ardgame“Kaled
o”Participantswere291(11–14
yearsold).
Thetreatm
entgrou
p:n=188,
thecompletepo
stassessmen
t:n=153(m
ean
age:12.3±0.8).
Thecontrolg
roup
:n=103,
thecompletepo
stassessmen
t:n=88
(mean
age:12.5±0.7).
Treatm
entgrou
p:the
treatm
entgrou
pparticipated
Kalèdo
everyweekin
one
play
session(15–30
min),
durin
g24
weeks.
Con
trol
grou
p:controlg
roup
didno
treceiveany
interven
tion.
Thetreatm
ent
grou
pshow
eda
sign
ificant
increase
innu
trition
know
ledg
eandin
weeklyvege
table
intake
with
respect
tothecontrol
grou
p.
Unableto
calculate
Unableto
calculate
Zeed
yket
al.
(2001)
[11]
RCT(the
control
grou
pon
lyis
conven
ience
sampling)
Theroad
safety
boardgame:
playerstake
thepartof
characterswho
have
toge
tho
mefro
mscho
olsafely,b
yrolling
dice
andmovingthe
playingpiecearou
ndthe
board.
Intheprocessof
gettingho
me,charactersare
requ
iredto
carryou
ta
numbe
rof
errand
s(e.g.,
postingaletter
atthepo
stoffice,returningabo
okto
thelibrary),each
ofwhich
involves
crossing
theroad.
Theplayersmustde
cide
the
safestway
ofaccomplishing
theroad
crossing
.The
first
player
toge
ttheirplaying
piece‘hom
e’,having
completed
allthe
taskssafely,
isde
clared
thewinne
r.
Participantswere120(4–5
yearsold).
Theplaymat
mod
elgrou
p:n=27.
Thebo
ardgamegrou
p:n=29.
Thetalkusingillustrated
postersandflip-chartmate
rialsgrou
p:n=29.
Thecontrolg
roup
:n=35.
Theplaymat
mod
elgrou
p,thebo
ardgamegrou
p,and
thetalkusingillustrated
postersandflip-chartmate
rialsgrou
p:each
interven
tion
was
administeredforon
lya
sing
lesession,lastingap
proxim
ately20
min.
Thecontrolg
roup
:con
trol
grou
pdidno
treceiveany
interven
tion.
Each
interven
tions
weresign
ieficantly
effctivein
increasing
children’s
know
ledg
eabou
tsafe
anddang
erou
slocatio
nsat
which
tocrossthestreet,
andthat
the
know
ledg
ewas
retained
fora
perio
dof
6mon
ths.
Atpo
st-test,score
oftheknow
ledg
eforthecontrol
grou
pwas
siginifi
cantlylower
than
scores
fortheinter
ventiongrou
ps.
Unableto
calculate
Unableto
calculate
Bartfay&
Bartfay
Aqu
asi-
rand
omized
Thelifestylesbo
ardgame:it
isabo
ardgame(50by
60Participantswere23
stud
ents.
Thebo
ardgamegrou
p:n=
Thebo
ardgamegrou
p:the
boardgamegrou
pThebo
ardgame
grou
psign
ificantly
Unableto
calculate
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 8 of 21
Table
1Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
ined
ucationalkno
wledg
e(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestandpo
sttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ard
gamebe
tweenthe
meangain
ofthe
mainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
(1994)
[23]
expe
rimen
tal
stud
ycm
)that
consistsof
dice,
plastic
tokens,sixlifestylerisk
factor
scorecards,and40
gamequ
estio
ncards.The
games
canbe
played
bytw
oto
sixindividu
alsandrequ
ires
approxim
ately60
min
tocomplete.Playersattempt
tocollect
tokens
awarde
dby
thenu
rseto
cancelthe10
lifestyleriskfactorsde
picted
ontheirscorecards,by
providingcorrectansw
ersto
questio
nson
the40
game
cards.
12.
Thecontrolg
roup
:n=11.
participated
twice,2weeks
apart,forape
riodof
60min.
Thecontrolg
roup
:the
controlg
roup
carriedon
with
theirregu
larly
sche
duled
classroo
mactivities.
increased
know
ledg
eof
anatom
yand
physiology,d
ietand
nutrition
,and
lifestyleriskfactors.
Thegain
know
ledg
eon
post-testwere
foun
dto
besign
ificant
betw
eenthe
boardgamegrou
pandthecontrol
grou
p.
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 9 of 21
Table
2Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
incogn
itive
functio
ns
Autho
rsDesign
Con
tent
ofbo
ard
game
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
Iizukaet
al.
(2018)
[6]
RCT
Thebo
ardgame“Go”:
itisafamou
sbo
ard
gamein
Asian
coun
tries,particularly
Japan,China,and
Korea,anditis
gainingpo
pularityin
theUnitedStates
and
Europe
.
Thereare33
participantsat
rand
omization.
Analyzed
participantswere
17.
Theinterven
tion
grou
p:n=9(m
ean
age:89.1±4.1).
Thecontrolg
roup
:n=8(m
eanage:
89.1±6.6).
Theinterven
tiongrou
p:participantsreceived
the
inteventionprog
ram
once
aweekfor1h,fora
totalo
f15classes.Each
1-hsessionconsistedof
alectureon
thebasicrules
andtechniqu
esof
the
gameGO(15min),solv
ingGOgameexercises
(15min),andplaying
games
(30min).
Thecontrolg
roup
:participantsreceived
the
usualcare.
Theinterven
tiongrou
pshow
edim
proved
attentionandworking
mem
oryscores,w
hilethe
controlg
roup
show
edde
clines
inthesescores.
d=0.13
(betweenpre
andpo
sttest)on
Mon
trealC
ognitive
Assessm
ent.
d=0.46
(betweenpre
andpo
sttest)on
totalo
fDigitSpan
Test.
d=0.49
(betweenpre
andpo
sttest)on
Digit
Span
Forw
ardTask.
d=0.16
(betweenpre
andpo
sttest)on
Digit
Span
BackwardTask.
d=0.41
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
Mon
trealC
ognitive
Assessm
ent.
d=0.85
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
totalo
fDigitSpan
Test.
d=0.55
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
DigitSpan
Forw
ardTask.
d=0.57
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
DigitSpan
BackwardTask.
Panp
hunp
hoet
al.(2013)
[24]
RCT
Thebo
ardgame
“Ska”:itisatradition
albo
ardgamein
Thailand
.The
players
movethepieces
intheho
lesprovided
onthebo
ard.
These
holesarecalled
‘Joom
s’.Each
side
ofthebo
ardcontains
1to
12Joom
s.
Participantswere40.
TheSkagrou
p:n=20
(meanage:64.20±
3.22).
Thecontrolg
roup
:n=20
(meanage:
65.15±3.19).
IntheSkagrou
pandthe
controlg
roup
,the
duratio
nof
thepractice
was
50min
perday,three
sessions
perweekforthe
continuo
usdu
ratio
nof
16weeks.
TheSkagrou
p:the
participantsreceived
Ska
prog
ram.
Thecontrolg
roup
:the
activities
ofthecontrol
grou
pinclud
ed1)
Self-
introd
uctio
n,2)
Back
grou
ndtelling
,3)
Chang
esin
olde
rage,4)
Our
body,5)Food
pyra
mid,6)W
atchingtelevi
sion
,7)Listen
ingto
the
radio,8)
Wateringtrees,
9)Parties,10)Cleaning,
11)Listen
ingto
dham
ma
talks,12)Diseasesin
the
elde
rly,and
13)Yo
urow
nhe
alth.
TheSkagrou
pshow
edsign
ificant
better
scores
ofcogn
itive
functio
nsin
mem
ory,attention,
executivefunctio
ncomparedto
thecontrol
grou
p.
d=2.07
(betweenpre
andpo
sttest)on
Verbal
PairAssociatio
nI.
d=2.60
(betweenpre
andpo
sttest)on
Verbal
PairAssociatio
nII.
d=1.54
(betweenpre
andpo
sttest)on
Visual
Reprod
uctio
nI.
d=1.82
(betweenpre
andpo
sttest)on
Visual
Reprod
uctio
nII.
d=−1.02
(betweenpre
andpo
sttest)on
Trail
MakingTestpartA.
d=−1.14
(betweenpre
andpo
sttest)on
Wisconsin
CardSorting
Test.
d=0.09
(betweenpre
andpo
sttest)on
Acetylcho
linesterase
Activity.
d=2.36
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
VerbalPairAssociatio
nI.
d=2.32
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
VerbalPairAssociatio
nII.
d=2.24
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
VisualReprod
uctio
nI.
d=2.00
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
VisualReprod
uctio
nII.
d=−1.20
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
TrailM
akingTestpartA.
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 10 of 21
Table
2Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
incogn
itive
functio
ns(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ard
game
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
d=−1.38
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
Wisconsin
CardSorting
Test.
d=0.06
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
Acetylcho
linesterase
Activity.
Dem
ilyet
al.
(2009)
[25]
RCT
Thechessgame
Participantswere26
with
schizoph
renia.
Thechessgrou
p:n=
13(m
eanage:34.7
yearsold).
Thetreatm
entas
usualg
roup
:n=13
(meanage:38.9years
old).
Thechessgrou
p:the
chessgrou
ppracticed
chess10
times
(twicepe
rweek;60
min
persession).
Thechessgrou
psign
ificantlymademore
perseverativeerrorson
Wisconsin
SortingCard
Testthan
thetreatm
ent
asusualg
roup
inthepre-
testassessmen
t.Bu
t,thisdifferencewas
nolong
erpresen
tin
the
second
assessmen
t.OntheStroop
Test,the
numbe
rof
read
itemsof
chessgrou
pwas
sign
ificantlyincreasedin
thesecond
assessmen
tfortheStroop
A(Colou
r)andC(Interfe
rence).
Unableto
calculate
Unableto
calculate
Salaet
al.
(2015)
[26]
Aqu
asi-
expe
rimen
tal
long
itudinal
stud
y:tw
ogrou
ppre-po
stcomparative
test
Thechessgame
Participantswere560
stud
entsin
thethird
,fourth,and
fifth
grades.
Theinterven
tion
grou
p:n=309(169
males
and140
females).
Thecontrolg
roup
:n=251(116
males
and135females).
Theinterven
tiongrou
p:theinterven
tiongrou
preceived
amandatory
chesscourse
(che
sscourse
andon
line
training
).Thechess
courseslasted
betw
een
10and15
h(1
or2hpe
rweek).
Thecontrolg
roup
:the
controlg
roup
perfo
rmed
onlytheno
rmalscho
olactivities
with
outany
chess-relatedactivity.
Theinterven
tiongrou
psign
ificantlyim
proved
mathe
maticalprob
lem-
solvingscores
compared
with
thecontrolg
roup
.
d=0.34
(betweenpre
andpo
sttest)on
mathe
maticalprob
lem-
solvingscores.
d=0.33
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
)on
mathe
maticalprob
lem-
solvingscores.
Sala&Gob
et.
(2017)
[27]
Aqu
asi-
expe
rimen
tal
Thechessgame,the
checkersgameand
Expe
rimen
t1
Participantswere233
Expe
rimen
t1
Thechessgrou
p:the
Expe
rimen
t1
Theresults
show
edno
Expe
rimen
t1
d=0.04
(betweenpre
Expe
rimen
t1
d=−0.23
(betweenthe
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 11 of 21
Table
2Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
incogn
itive
functio
ns(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ard
game
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
long
itudinalstudy:
threegrou
ppre-po
stcomparativetest
theGogame
stud
entsin
three
classesof
third
and
fourth
grades
from
eigh
tItalianscho
ols
(meanage8.50:±
0.67
years).
Thechessgrou
p:n=
53 Thecheckergrou
p:n=82
Theregu
larscho
olactivitesgrou
p:n=98
Expe
rimen
t2
Participantswere52
stud
entsin
three
classesof
fourth
grades
prim
aryscho
ol(m
eanage:9.32
±0.32
years).
Thethreeclasses
wererand
omly
assign
edto
three
grou
ps(achess
grou
p,aGogrou
p,a
controlg
roup
).
participantsattend
ed25
hof
chesslesson
s.Thecheckersgrou
p:the
participantsattend
ed25
hof
checkerslesson
s.Theregu
larscho
olactivities
grou
p:the
participantsattend
edregu
larscho
olactivities
only.
Expe
rimen
t2
Thechessgrou
p:the
participantsattend
ed15
hof
chesslesson
sdu
ring
scho
olho
urs,alon
gwith
regu
larscho
olactivities.
TheGogrou
p:the
participantsattend
ed15
hof
Golesson
sdu
ring
scho
olho
urs,alon
gwith
regu
larscho
olactivities.
Theregu
larscho
olactivities
grou
p:the
participantsattend
edregu
larscho
olactivities
only.
siginificantdifferences
betw
eenthethree
grou
psin
mathm
atical
ability
ormetacog
nitive
ability.
Expe
rimen
t2
Thechessgrou
pmarginally
outperform
edtheGogrou
pin
mathe
maticalability.
Nosign
ificant
difference
was
foun
dbe
tweenthe
controland
thechess
grou
pin
mathe
matical
ability.
Nosign
ificant
differences
werefoun
dbe
tweenthe
threegrou
pswith
regard
tometacog
nitio
n.
andpo
sttest)on
mathe
maticalprob
lem-
solvingscores
inthe
chessgrou
p.d=0.30
(betweenpre
andpo
sttest)on
mathe
maticalprob
lem-
solvingscores
inthe
checkergrou
p.d=0.36
(betweenpre
andpo
sttest)on
mathe
maticalprob
lem-
solvingscores
inthe
regu
larscho
olactivites.
d=−0.14
(betweenpre
andpo
sttest)on
matacog
nitiveability
scores
inthechessgrou
p.d=0.07
(betweenpre
andpo
sttest)on
matacog
nitiveability
scores
inthechecker
grou
p.d=0.09
(betweenpre
andpo
sttest)on
matacog
nitiveability
scores
intheregu
lar
scho
olactivites.
Expe
rimen
t2
Unableto
calculate
meangain
ofthechess
grou
pandthecheckers
grou
p)on
mathe
matical
prob
lem-solving
scores.
d=−0.32
(betweenthe
meangain
ofthechess
grou
pandtheregu
lar
scho
olactivities
grou
p)on
mathe
matical
prob
lem-solving
scores.
d=−0.22
(betweenthe
meangain
ofthechess
grou
pandthecheckers
grou
p)on
matacog
nitive
ability
scores.
d=−0.22
(betweenthe
meangain
ofthechess
grou
pandtheregu
lar
scho
olactivities
grou
p)on
matacog
nitiveability
scores.
Expe
rimen
t2
Unableto
calculate
Acieg
oet
al.
(2012)
[28]
Aqu
asi-experim
ental
long
itudinalstudy:
twogrou
ppre-po
stcomparativetest
Thechessgame
Participantswere230
stud
ents.
Theextracurricular
activity
ofchess
grou
p:n=170
Theextracurricular
activities
ofsoccer
orbasketballgrou
p:n=
60
Theextracurricular
activity
ofchessgrou
p:the
participantswere
cond
uctedchessas
extracurricular.
Theextracurricular
activities
ofsoccer
orbasketballgrou
p:the
participantswere
cond
uctedsoccer
orbasketballas
extracurricular.
Theextracurricular
activity
ofchessgrou
psign
ificantlyim
proved
cogn
itive
abilities
(sim
ilarities,digitspan
object
assemblymazes)
andcoping
(iden
tifiesthe
prob
lem,thinksof
alternatives,assessesthe
alternatives,con
fiden
tpe
rform
ance)compared
totheextracurricular
activities
ofsoccer
orbasketballgrou
p.
d=0.38
(betweenpre
andpo
sttest)on
similaritiesin
Wechsler
Intellige
nceScalefor
children(W
ISC-R).
d=0.55
(betweenpre
andpo
sttest)on
digit
span
inWISC-R.
d=0.41
(betweenpre
andpo
sttest)on
object
assemblyin
WISC-R.
d=0.38
(betweenpre
andpo
sttest)on
mazes
inWISC-R.
d=0.82
(betweenpre
andpo
sttest)on
d=0.26
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
similaritiesin
WechslerIntellige
nce
Scaleforchildren(W
ISC-
R).
d=0.43
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 12 of 21
Table
2Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
incogn
itive
functio
ns(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ard
game
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
iden
tifiestheprob
lem
incoping
.d=0.71
(betweenpre
andpo
sttest)on
thinks
ofalternatives
incoping
.d=0.77
(betweenpre
andpo
sttest)on
assesses
thealternatives
incoping
.d=0.65
(betweenpre
andpo
sttest)on
confiden
tpe
rform
ance
incoping
.
grou
p)on
digitspan
inWISC-R.
d=0.30
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
object
assemblyin
WISC-R.
d=0.25
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
mazes
inWISC-
R. d=0.52
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
iden
tifiesthe
prob
lem
incoping
.d=0.48
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
thinks
ofalternatives
incoping
.d=0.60
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
assesses
the
alternatives
incoping
.d=0.33
(betweenthe
meangain
ofthe
extracurricular
activity
ofchessgrou
pandthe
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 13 of 21
Table
2Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
incogn
itive
functio
ns(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ard
game
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
extracurricular
activities
ofsoccer
orbasketball
grou
p)on
confiden
tpe
rform
ance
incoping
.
Aydin
(2015)
[29]
Aqu
asi-experim
ental
long
itudinalstudy:
twogrou
ppre-po
stcomparativetest
Thechessgame
Participantswere26
stud
ents.
Thechessgrou
p:n=
14(9
males
and5
females)
Thecontrolg
roup
:n=12
(8males
and4
females)
Thechessgrou
p:the
participantsweretraine
dforchessover
a12
week-
perio
d(1
dayaweek,4h)
Thecontrolg
roup
:the
participantswereno
ttraine
dforchess.
Thechessgrou
psign
ificantlyim
proved
mathscores.
d=1.72
(betweenpre
andpo
sttest)on
math
scores.
d=1.73
(betweenthe
meangain
ofthechess
grou
pandthecontrol
grou
p)on
mathscores.
Barrett&Fish
(2011)
[30]
Aqu
asi-experim
ental
long
itudinalstudy:
twogrou
ppre-po
stcomparativetest
Thechessgame
Participantswere31
stud
ents.
Thetreatm
entgrou
p:n=15
(5males
and
10females)
Thecomparison
grou
p:n=16
(6males
and10
females)
Thechessgrou
p:the
stud
entsreceived
chess
instruction(1
dayaweek
for30
weeks)instead
ofthestandard
math
curriculum
.Thecomparison
grou
p:thestud
entsreceived
instructionin
the
standard
mathcurriculum
that
was
individu
alized
tomeetthego
alsand
objectives
ofeach
stud
ent’s
individu
alized
educationprog
ram.
Thechessgrou
psign
ificantlyim
proved
“end
ofyear
course
grades”,“num
ber,
operations
and
quantitativereason
ing”
and“probabilityand
statistics”comparedwith
thecomparison
grou
p.
d=0.21
(betweenpre
andpo
sttest)on
endof
year
course
grades.
d=−0.02
(betweenpre
andpo
sttest)on
numbe
r,op
erations
and
quantitativereason
ing.
d=0.13
(betweenpre
andpo
sttest)on
prob
ability
andstatistics.
d=0.84
(betweenthe
meangain
ofthechess
grou
pandthe
compairson
grou
p)on
endof
year
course
grades.
d=0.76
(betweenthe
meangain
ofthechess
grou
pandthe
compairson
grou
p)on
numbe
r,op
erations
and
quantitativereason
ing.
d=0.48
(betweenthe
meangain
ofthechess
grou
pandthe
compairson
grou
p)on
prob
ability
andstatistics.
Gliga&Flesne
r(2014)
[31]
RCT
Thechessgame
Participantswere38
stud
ents.
Thechessgrou
p:n=
20(m
eanage:9.85
±0.67,10males
and10
females)
Thecontrolg
roup
:n=18
(meanage:
9.71
±0.77,10males
and8females)
Thechessgrou
p:the
participantsreceived
one
training
sessionof
chess
perweekfor10
weeks.
Thecontrolg
roup
:the
participantsreceived
ina
funmathprog
ram.
Thechessgrou
psign
ificantlyincreased
scho
olpe
rform
ance
with
respectto
thecontrol
grou
p.
Unableto
calculate
Unableto
calculate
Hon
g&Bart
(2007)
[32]
RCT
Thechessgame
Participantswere38
stud
ents.
Thechessgrou
p:n=
18(m
eanage:9.71,
12males
and6
Thechessgrou
p:the
participantsreceived
a90
minutechesslesson
once
perweekover
athree-
mon
thpe
riod.
Thechessgrou
ppe
rform
ance
onthe
nonverbalabilitieswas
notdifferent
from
the
controlg
roup
d=0.29
(betweenpre
andpo
sttest)on
Testof
Non
verbalIntellige
nce-
Third
Edition
.
d=−0.39
(betweenthe
meangain
ofthechess
grou
pandthecontrol
grou
p)on
Testof
Non
verbalIntellige
nce-
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 14 of 21
Table
2Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
incogn
itive
functio
ns(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ard
game
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
females)
Thecontrolg
roup
:n=20
(meanage:
9.74,15males
and5
females)
Thecontrolg
roup
:the
participantsregu
larly
attend
edscho
olactivities
afterclass.
perfo
rmance.
Third
Edition
.
Scho
lzet
al.,
(2008)
[33]
Aqu
asi-experim
ental
long
itudinalstudy:
twogrou
ppre-po
stcomparativetest
Thechessgame
Participantswere53
stud
ents.
Thechessgrou
p:n=
31 Thecontrolg
roup
:n=22
Thechessgrou
p:the
participantsreceived
1ho
urof
chesslesson
insteadof
1ho
urof
regu
larmathm
atics
lesson
spe
rweekforthe
duratio
nof
onescho
ol-
year.
Thecontrolg
roup
:the
participantsreceived
the
planne
dfiveregu
lar
lesson
sof
mathe
matics
perweek.
Calculatio
nabilitiesfor
simpleadditio
ntasksand
coun
tingim
proved
sign
ificantlymorein
the
chessgrou
pthan
inthe
controlg
roup
.
Unableto
calculate
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 15 of 21
Table
3Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
intheothe
rcond
ition
s
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
Mou
ton
etal.
(2017)
[34]
Aqu
asi-
expe
rimen
tallon
gitudinalstudy:
twogrou
ppre-
postcomparative
test
Thegiantexercising
boardgame:itrequ
ired
participantsto
perfo
rmstreng
th,flexibility,
balanceanden
durance
activities.The
tarpaulin
surface
was
printedwith
24nu
mbe
redsquaresof
50×50
cmand
surrou
nded
byawalking
lane
.Eachsquare
was
coloredaccordingto
the
compo
nent
ofph
ysical
fitne
ssthat
was
tobe
perfo
rmed
(ie,6
squares/
compo
nent):streng
th,
flexibility,balance,and
endu
rance.Therules
weresimpleandmade
availableto
the
participantsin
afolder
adjacent
tothemat.
Taking
turns,participants
turned
thewhe
eland
hadreachthene
xtsquare
with
thecolor
targeted
bythearrow.
Afte
rcompletingthe
requ
estedexercises,
participantswere
expe
cted
todo
system
aticallytw
olaps
onthewalking
lane
.Participantsmadetheir
way
throug
hthesquares
until
thefinishlineafter
the24th
square.The
playingtim
eof
asession
rang
edbe
tween30
and
60min
andthegame
requ
iresaminim
umof
2participants.
Participantswere21.
Theinterven
tiongrou
p:n=10
(meanage:82.5±
6.3),the
post-in
terven
tion:
n=9,thefollow-upafter
3mon
ths:n=8.
Thecontrolg
roup
:n=11
(meanage:89.9±3.1),the
post-in
terven
tion:n=10,
thefollow-upafter3
mon
ths:n=9.
Theinterven
tiongrou
p:4
supe
rvised
exercising
sessions
wereplanne
don
thebo
ardgamedu
ring
thefirstweekandthen
3,2,and1sessions
were
planne
ddu
ringthe
second
,third,and
fourth
weekof
theinterven
tion.
Thecontrolg
roup
:participantsin
thecontrol
grou
pwererequ
ested
neith
erto
change
their
lifestyledu
ringthestud
yno
rto
getinvolved
inanyne
wtype
ofph
ysical
activity.
Theinterven
tiongrou
psign
ificantlyincreases
step
spe
rday(num
ber),
energy
expe
nditu
repe
rdayandqu
ality
oflife
andim
proves
body
balanceandgait
abno
rmalities,the
streng
thof
ankle
extensorsandflexors.
d=0.06
(betweenpre
andpo
sttest)on
Step
sPerDay
(num
ber).
d=0.50
(betweenpre
andfollow-up)
onStep
sPerDay
(num
ber).
d=0.36
(betweenpre
andpo
sttest)on
Tine
tti
Test.
d=0.65
(betweenpre
andfollow-up)
onTine
tti
Test.
Unableto
calculate
Fernande
set
al.
(2014)
[35]
RCT
Theed
ucationalb
oard-
game:in
thisstud
y,the
educationalm
aterialsare
compo
sedof
sevenparts,
Participantswere125
children(m
eanage:
10.09±1.43).
Theexpe
rimen
talg
roup
:
Theexpe
rimen
talg
roup
:participantsreceived
educationalm
aterials
abou
tsurgeryand
Childrenin
the
expe
rimen
talg
roup
show
edsign
ificant
lower
preo
perativeworriesthan
Unableto
calculate
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 16 of 21
Table
3Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
intheothe
rcond
ition
s(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
illustratingtheho
spital
stages:(i)Hospitaladm
ission
;(ii)Health
care
pro
fessionalsandho
spital
rules;(iii)Med
icalinstru
men
ts;(iv)Med
icalproce
dures;(v)Ane
sthe
siaand
Surgeryroom
;(vi)Recov
eryroom
;and
(vii)Afte
rcare
andGoing
home.
Each
partiscompo
sedof
clearexplanations
abou
tspecifictopics
andinter
ventionstages
(e.g.infor
mationabou
the
althcare
profession
als,med
icalin
strumen
ts,clinicalproce
duresandindu
ctionof
anesthesia),as
wellasex
planations
ofspecificho
spitaland
med
icalrules
(e.g.reasons
why
they
shou
ldno
teator
drink
before
surgery,thechan
ging
ofclothe
sandpar
entalsep
arationdu
ring
surgery).The
seed
uca
tionalinformationwas
provided
thou
ghabo
ard
game.
n=45
(meanage:
10.29±1.25),the
educationalb
ooklet
(n=
15),theed
ucationalvideo
(n=15),theed
ucational
board-game(n=15).
Thecomparison
grou
p:n=45
(meanage:9.84
±1.48),theen
tertainm
ent
booklet(n=15),the
entertainm
entvide
o(n=
15),theen
tertainm
ent
board-game(n=15).
Thecontrolg
roup
:n=35
(meanage:10.14±1.57).
hospitalizationin
the
form
atof
abo
ardgame,
avide
oor
abo
oklet.
Thecomparison
grou
p:participantsreceived
materialsin
theform
atof
abo
ardgame,avide
oor
abo
okletbu
tthe
materialscontaine
dno
inform
ationabou
tsurgery
orho
spitalization.
Thecontrolg
roup
did
notreceiveanymaterial.
childrenin
both
the
comparison
grou
pand
thecontrolg
roup
.Childrenreceived
the
educationalb
oard-gam
eshow
edlower
preo
pera
tiveworriesthan
children
received
theen
tertain
men
tbo
oklet,vide
o,or
board-gamegrou
p.
Blasco-
Fontecilla
etal.
(2016)
[36]
Aqu
asi-
expe
rimen
tallon
gitudinalstudy:
onepre-po
stcomparativetest
Thechessgame
Participantswere44
childrenwith
Atten
tion
deficithype
ractivity
disorder
(ADHD)(6–17
yearsold).
Allchildrenhadweekly1
hsessions
over
ape
riod
of11
consecutiveweeks
taug
htby
achessexpe
rt.
Participantstook
chess
training
lesson
sin
grou
psof
upto
10individu
als.
Childrenwith
ADHD
sign
ificantlyde
creasedin
theseverityof
ADHD
(bothinattentionand
hype
ractivity-im
pulsivity).
d=−0.85
(betweenpre
andpo
sttest)on
Swanson,Nolan
and
Pelham
Scaleforparents
(SNAP-IV)-total.
d=−0.87
(betweenpre
andpo
sttest)on
SNAP-
IV-In
attention.
d=−0.61
(betweenpre
andpo
sttest)on
SNAP-
IV-Hyperactivity-
Impu
lsivity.
d=−0.86
(betweenpre
andpo
sttest)on
Abb
reviated
Con
ner’s
Ratin
gScales
forparents.
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 17 of 21
Table
3Overview
ofthestud
iesrepo
rtingtheeffectiven
essof
boardgames
intheothe
rcond
ition
s(Con
tinued)
Autho
rsDesign
Con
tent
ofbo
ardgame
Participants
Interven
tion
Impact
Effect
size
ofbo
ardgame
betw
eenpretestand
posttestor
follow-uptest
(Coh
en’sd)
Effect
size
ofbo
ardgame
betw
eenthemeangain
ofthemainexpe
rimen
tal
grou
pandtheothe
rgrou
ps(Coh
en’sd)
Kim
etal.
(2014)
[7]
Aqu
asi-
expe
rimen
tallon
gitudinalstudy:
twogrou
ppre-
postcomparative
test
TheGogame
Participantswere34
children.
TheADHDgrou
p:17
drug
-naïve
childrenwith
ADHD(m
eanage:10.1±
1.5).
Thecontrolg
roup
:17
age-
andsex-matched
comparison
subjects
with
-out
ADHD(m
ean
age:10.2±1.6).
Duringthe16
weeks,
both
ADHDchildren
with
outmed
icationand
childrenof
controlg
roup
wereaskedto
learnand
play
Gofor2ho
urs/day
with
aninstructor
ofthe
gameof
Go.Participants
played
Goun
derthe
instructor’sed
ucationfor
2hadaydu
ring
weekday,M
ondayto
Friday.G
otraining
with
thesameprotocol
had
been
provided
.
Thereweresign
ificant
improvem
entof
severity
ofADHDsymptom
sin
childrenwith
ADHD.
Childrenwith
ADHD
amelioratedcogn
itive
flexibilityandcogn
itive
persistence.
Thechange
oftheta/be
tarig
htof
prefrontalcortex
durin
g16
weeks
was
greaterin
childrenwith
ADHDthan
childrenof
thecontrolg
roup
.
d=0.57
(betweenpre
andpo
sttest)on
totalo
fDigitSpan
Test.
d=0.80
(betweenpre
andpo
sttest)on
Digit
Span
Forw
ardTask.
d=1.33
(betweenpre
andpo
sttest)on
Digit
Span
BackwardTask.
d=1.28
(betweenpre
andpo
sttest)on
Children’sTrailsTest
(CCTT)-1
.d=−0.23
(betweenpre
andpo
sttest)on
CCTT-2.
Unableto
calculateabou
ttheseverityof
ADHD
d=1.18
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
atthe
posttest)on
totalo
fDigit
Span
Test.
d=0.88
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
atthe
posttest)on
DigitSpan
Forw
ardTask.
d=1.28
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
atthe
posttest)on
DigitSpan
BackwardTask.
d=0.32
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
atthe
posttest)on
Children’s
TrailsTest(CCTT)-1
.d=−0.29
(betweenthe
meangain
ofthe
interven
tiongrou
pand
thecontrolg
roup
atthe
posttest)on
CCTT-2.
Unableto
calculateabou
ttheseverityof
ADHD
Linet
al.
(2015)
[8]
RCT
TheGogame
Participantswere147
patients.
Theshort-tim
egrou
p:n=49.
Thelong
-tim
egrou
p:n=
49.
Thecontrolg
roup
:n=49.
Theshort-tim
egrou
p:the
short-tim
egrou
pplay
Go
1hdaily
for6mon
ths.
Thelong
-tim
egrou
p:the
long
-tim
egrou
pplay
Go
2hdaily
for6mon
ths.
Thecontrolg
roup
:the
controlg
roup
play
doesn’tplay
Go.
PlayingGoim
proved
depression
andanxiety
andam
eliorated
Alzhe
imer
Disease
manifestations
byup
-regu
latin
gbrainde
rived
neurotroph
icfactor
levels.
Unableto
calculate
Unableto
calculate
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 18 of 21
class teachers noted improvements in student interestand appreciation of the board game. Taken together,these findings suggest that board games may improvethe motivation of participants. Furthermore, Karbowniket al. [20] showed that a board game was warmly wel-comed by students; in their opinion, it facilitated clinicalthinking and peer communication. Therefore, boardgames may also have a positive influence on interper-sonal interactions among participants.Based on the above findings, board games can be used
as a tool to encourage learning as well as to enhancemotivation and interpersonal interactions. In clinicaltreatment, it is important to increase motivation becauselow motivation to cooperate with a particular interven-tion may lead to a patient dropping out of treatment orto interference with the therapeutic effects. Based on theabove findings, the use of board games may help in-crease the benefit of treatment for less motivatedpatients.
Board games and cognitive functionsIn the present review, 11 of the assessed studies investi-gated the effects of board games and programs that useboard games on cognitive functions. These studies usedGo, chess, and Ska, which are not educational games butabstract strategy games. Studies investigating the use ofGo found that older adults experiencing cognitive de-cline and/or living in nursing homes showed improve-ments in attention and working memory after regularlyplaying the game [6]. Studies assessing the use of Skafound that the game appeared to enhance the cognitivefunctioning of older adults in terms of memory, atten-tion, and executive function [24]. Studies evaluatingchess showed that training with the game improved theplanning ability of patients with schizophrenia and themathematical ability of children [25, 26]. But, Sala &Gobet [27] indicated that interventions that use chessare not significantly different from interventions that usecheckers and regular school activities that address themathematical and metacognitive ability of children.The effect sizes for cognitive functions ranged from
very small to large, but the effect size of exacerbation onmetacognitive ability was shown in the chess training ofSala & Gobet [27]. The number of studies included inthis category was relatively limited. Further investiga-tions will be necessary to clarify the more detailed effectsof board games on cognitive function. Articles aboutShogi were not selected for this category in the presentreview. Because Shogi was also included with the ab-stract strategy games, this may influence cognitive func-tions. In the future, it will be necessary to useintervention studies to examine the effects of additionaltypes of board games, including Shogi, on cognitivefunction.
Board games and other conditionsThe “other studies” category in the present review includedfive studies that examined the effects of board games onphysical activity, physical and psychological outcomes,ADHD symptoms, and the severity of Alzheimer’s Disease.Mouton et al. [34] showed that a giant board game inter-vention for nursing home residents led to significant in-creases in ambulatory physical activity, daily energy output,quality of life, balance and gait, and ankle strength. The ef-fect sizes in the present review of studies related to physicalactivity ranged from very small to medium. Fernandes et al.[35] reported that board games used as educational pre-operative materials decreased the preoperative anxiety ofchildren. Additionally, the use of board games contributedto improvements in the ADHD symptoms of children [7,35]. The effect sizes for ADHD symptoms in the present re-view ranged from medium to large. Lin et al. [8] showedthat playing Go improved the symptoms of depression andanxiety and ameliorated the manifestations of Alzheimer’sDisease. Although a study by Barzegar and Barzegar [37]was not selected for the present review because it was acase report, these authors found that playing chess pre-vented panic attacks and contributed to the amelioration ofthis condition. Taken together, these findings indicate thatboard games might be an effective complementary inter-vention for the treatment of the clinical symptoms ofADHD and Alzheimer’s Disease.In terms of Alzheimer’s disease, board games may also
play a role in the prevention of the onset of this disorder.According to an epidemiological survey in Japan [38], theprevalence rates of dementia in 1980, 1990, and 2000 were4.4, 4.5, and 5.9, respectively, for all types of dementia and1.9, 2.5, and 3.6, respectively for Alzheimer’s Disease. InJapan, the number of patients with Alzheimer’s diseasehas increased, and the prevention of this disorder is aproblem that must be addressed. Because playing boardgames ameliorates the manifestations of Alzheimer’s dis-ease [8], these types of games may contribute to the pre-vention of this disorder. However, the number of studiesin the present review that investigated the effects of boardgames on clinical symptoms was quite small, and furtherresearch will be required.
Possible clinical applications of board gamesIt is also important to note that board games can beplayed without the use of language. Language-basedtherapies may not be appropriate for people with under-developed linguistic functions, such as children and pa-tients with speech disorders. However, board games maybe a viable treatment option for these populations. Inthe present review, the subjects in 18 of the assessedstudies included children, which is a group that is stilldeveloping linguistic functions and is more likely to havepoor knowledge about diseases. The present review also
Noda et al. BioPsychoSocial Medicine (2019) 13:22 Page 19 of 21
revealed that board games and programs that use boardgames are effective for achieving various outcomes forchildren, including increasing educational knowledge, en-hancing cognitive functions, and decreasing anxiety andthe severity of ADHD. Furthermore, board games can bean enjoyable and motivational tool for children [22]. Basedon these findings, it is possible that board games can be auseful intervention for children in particular because suchgames can be expected to result in the maintenance andpromotion of health and the prevention of disease.
Limitations and future directionsSeveral limitations of the present study must be consid-ered. First, the number of studies assessed in the presentreview was rather limited. Therefore, further investigationsof the effects of board games will be necessary. Second,many of the papers selected for the present review exam-ined the effectiveness of board games by comparing pre-post intervention for a single group or by comparing witha control group without intervention. These research de-signs do not control for the possibility of placebo effects.Intervention studies must include an active control groupto control for possible placebo effects [39], thus it will benecessary to compare the effect of board game groups andactive control groups in future research. Third, in the arti-cles selected for the present review, some studies wereconducted with relatively small sample sizes. In cases inwhich the sample size is small, there is the possibility ofincreased sampling error. In order to reduce samplingerror, it is necessary to do a power analysis to set an ap-propriate sample size in intervention studies. In addition,it is desirable that multiple assessment indicators be usedto examine the effects of board games in various perspec-tives and to reduce measurement errors.
ConclusionsThe present systematic review showed that board gamesand programs that use board games have positive effects onvarious outcomes, including educational knowledge, cogni-tive functions, physical activity, anxiety, ADHD symptoms,and the severity of Alzheimer’s Disease. Additionally, boardgames were shown to contribute to improving these vari-ables, enhancing the interpersonal interactions and motiv-ation of participants, and promoting learning. Takentogether, these findings suggest that board games would bean effective complementary therapy that would contributeto the improvement of many clinical symptoms.
AbbreviationsADHD: Attention-deficit hyperactivity disorder; cRCT: cluster randomizedcontrolled trial; HIV: Human immunodeficiency virus; RCT: Randomizedcontrolled trial; STIs: Sexually transmitted infections
AcknowledgementsThe authors appreciate the support of the members of the Japan ShogiAssociation and the officials in Kakogawa City for conceptualizing health
promotion models using board games, such as Shogi and other traditionalgames.
Research involving animalsNot applicable.
NoteThis paper was proofread in English by Textcheck (reference number:19022617).
Authors’ contributionsSN designed the study and conducted the literature searches. SN wrote thefirst draft of the manuscript. KS and MN revised the draft of the manuscript.All authors approved the final version of the manuscript.
FundingNot applicable.
Availability of data and materialsNot applicable.
Ethics approval and consent to participateNot applicable.
Consent for publicationNot applicable.
Competing interestsThe authors declare that they have no competing interests.
Author details1Graduate School of Human and Social Sciences, Musashino University, 3-3-3Ariake, Koutouku, Tokyo 135-8181, Japan. 2Faculty of Human Sciences,Musashino University, Tokyo, Japan. 3Department of PsychosomaticMedicine, School of Medicine, International University of Health and Welfare,Chiba, Japan.
Received: 23 March 2019 Accepted: 25 September 2019
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