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R E V I E W

Open Access

The effectiveness of intervention with

board games: a systematic review

Shota Noda

1*

, Kentaro Shirotsuki

2

and Mutsuhiro Nakao

3

Abstract

To examine the effectiveness of board games and programs that use board games, the present study conducted a

systematic 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 into

the 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 effect

sizes 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 of

attention-deficit hyperactivity disorder (ADHD). The present findings showed that, as a tool, board games can be

expected to improve the understanding of knowledge, enhance interpersonal interactions among participants, and

increase the motivation of participants. However, because the number of published studies in this area remains

limited, the possibility of using board games as treatment for clinical symptoms requires further discussion.

Keywords:

Board game, Systematic review, Education, Cognitive function

Background

A board game is a generic term for a game played by

placing, moving or removing pieces on a board and that

utilizes a game format in which pieces are moved in

particular 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 players

on a board with 64 black and white squares and 16

pieces 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-analysis

and demonstrated that chess skills are significantly and

positively correlated with four broad cognitive abilities:

fluid reasoning, comprehension-knowledge, short-term

memory, 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 with

simple rules that generate subtleties that have enthralled

players for millennia [

5

]. Go is a famous board game in

Asian countries and has been used as a tool for

increas-ing or maintainincreas-ing brain activity for more than 5000

years [

6

]. It is currently gaining popularity in the United

States and Europe [

6

], and Kim et al. [

7

] has suggested

that playing Go might be effective for children with

attention-deficit hyperactivity disorder (ADHD) due to

its activation of hypo-aroused prefrontal cortical

func-tion and the enhancement of executive funcfunc-tion. Lin

et al. [

8

] conducted an intervention study using GO in

patients 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 two

players that is also referred to as Japanese chess. Wan

et al. [

9

] conducted an experiment with undergraduate

students 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 various

outcomes.

© The Author(s). 2019Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the 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]

1Graduate School of Human and Social Sciences, Musashino University, 3-3-3

Ariake, Koutouku, Tokyo 135-8181, Japan

(2)

There are many board games other than chess, Go,

and Shogi. For example, educational board games, such

as 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 a

board game for increasing knowledge about road safety

and danger and found that the interventions were

sig-nificantly effective in increasing children’s knowledge.

Although the impacts of various board games have been

previously examined, their effects have yet to be

compre-hensively reviewed. As a result, the functions and effects

of board games as a whole remain unclear. Thus, the

present review systematically examined the effectiveness

of board games and programs that use board games.

Methods

For the present review, a literature search based on the

Preferred Reporting Items for Systematic Reviews and

Meta-Analyses [

12

] using the PsycINFO and PubMed

databases was conducted to collect findings on the

ef-fectiveness of board games and programs using board

games. The keywords for the literature search were

“board game”

AND

“trial,”

and the date selected was

September 13th, 2018. The search identified nine studies

from PsycINFO and 32 studies from PubMed. The first

author of this review performed a manual search that

identified 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 of

references consisting of 66 articles was prepared.

The inclusion criteria for the present study were as

follows: (a) studied the effects of board games and

pro-grams using board games on psychological and

educa-tional outcomes, (b) included pre–post comparative

tests, (c) used an interventional or experimental rather

than a review approach, (d) had full text availability, (e)

was written in English, and (f) was peer reviewed. A

screening to remove articles that were judged not to

sat-isfy any of the criteria from (a) to (f) was conducted, and

29 articles were extracted. Additionally, one study was

excluded 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 game

were unclear. Ultimately, 27 articles were selected for

the 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 sizes

between pre- and post-tests or between pre-tests and

follow-up tests with the following formula based on

Cohen [

13

].

d

¼

M

2

M

1

SD

pooled

SD

pooled

¼

ffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi

n

2

1

ð

Þ

SD

22

þ

ð

n

1

1

Þ

SD

21

n

2

þ

n

1

2

!

v

u

u

t

Note:

M

1

and

M

2

are the mean of the intervention

group at the pre-test session and the post-test session or

(3)

follow-up test session, respectively.

SDpooled

is the

pooled standard deviation (

SD

1

is the standard deviation

of the intervention group at the pre-test session and

SD

2

is the standard deviation at the post-test session or

follow-up test session).

n

1

is the number of samples at

the pre-test session.

n

2

is the number of samples at the

post-test session or follow-up test session.

In the studies where the means and standard

devia-tions are described in the intervention group and the

other 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

M

gi

M

gc

SD

pooled‐pre

SDpooled‐pre¼

ffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi

ni‐1

ð ÞSDpre:i2þðnc‐1ÞSDpre:c2

niþnc‐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 the

post-test session or at the follow-up test session,

respect-ively, and

SDpooled-pre

is the pooled standard deviation

of the two pre-test standard deviations.

SDpre.i

is the

standard deviation of the intervention group at the

pre-test session, and

SDpre.c

is the standard deviation of the

control group at the pre-test session.

ni

is the number of

samples in the intervention group who received the

pre-test session and post-pre-test session or the pre-pre-test session

and follow-up test session.

nc

is the number of samples

in the control group who received the pre-test session

and 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 discussion

The effect of interventions with board games

In the present review, the selected studies were divided

into the 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).

An overview of the findings about the effects of board

games and programs that use board games related to

educational knowledge is shown in Table

1

[

10

,

11

,

15

23

]. Board games in this category were used for

the purpose of improving educational knowledge, and

the effect sizes (Cohen’s d) between pre- and

post-tests or between pre-post-tests and follow-up post-tests ranged

from 0.12 to 1.81 and between the mean gain of the

main intervention group and the other groups ranged

from 0.81 to 0.93 and

1.84 to

1.65.

An overview of the findings about the effects of board

games and programs that use board games on cognitive

functions is shown in Table

2

[

6

,

24

33

]. This category

included board games such as Go, Ska, and chess, and

the effect sizes (Cohen’s d) between pre- and post-tests

of cognitive function ranged from 0.04 to 2.60 and

1.14

to

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 the

main intervention group and the other groups ranged

from 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 other

conditions is shown in Table

3

[

7

,

8

,

34

36

]. This

cat-egory addressed the impacts of board games on physical

activity, anxiety, ADHD symptoms, and the severity of

Alzheimer’s Disease. The effect sizes (Cohen’s d)

be-tween pre- and post-tests or bebe-tween pre-tests and

follow-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 knowledge

Eleven studies that used board games to increase

educa-tional knowledge were selected for this review. The

present findings showed that board games influence

educational knowledge and concomitant outcomes, with

the effect sizes for educational knowledge ranging from

very small to large.

Board games can be used as a tool to encourage

learn-ing. In previous studies, specialized board games aimed

at improving knowledge in the field of education were

targeted and subsequently developed and investigated.

For example, Wanyama et al. [

16

] conducted a study of

the Make a Positive Start Today game, which is a board

game aimed at improving knowledge about human

im-munodeficiency virus (HIV) and sexually transmitted

in-fections (STIs). Similarly, Kalèdo is an educational board

game used to increase nutrition knowledge [

10

,

19

,

21

].

It has been shown that these board games contribute to

increasing knowledge related to each particular field.

(4)

Table

1

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

educational

knowledge

Authors Design Conte nt of board game Participants Interven tion Impact Effect size of board game betwee n pre test and post test or fol low-up test (Cohen ’ sd ) Eff ect size of board gam e be tween the me an gain of the mai n exper imental group and the othe r groups (C ohen ’ sd ) Khazaal et al. (2013) [ 15 ] RCT The Pick-Klop game: it in clud es more than 300 car ds with questions, each with three response opt ions. The questions are abou t (1) sm ok ing and tob acco history , (2) tob acco com ponent s and their biolo gical effect s, (3) rein forceme nt mec hanisms involved in smokin g add ic tion, (4) cog nitive and behav ioral me chanism s involved in the mai ntenanc e of sm okin g, (5) smo king cigarettes as a cop ing strat egy, (6) costs of tob acco add ictio n and the ben efits of quitting sm oking, (7) stage s of chang e, (8) cog nitive an d b e havioral m e cha nisms involved in be havioral chang e, and (9) me dications and treatme nts that help dur ing smokin g cess ation. Players draw a card in one of the followi ng categories: question, surprise, or temp ta tion. If they an swer the que s tion car ds corr ectly, players may gain point s. Surpri se cards add amuse ment, allow ing players to obtain a gift or secret cards that all ow the m to help or bloc k anothe r pla yer dur ing pla y at the mo men t of the ir choi ce. The num ber of temp tation cards which illus trate lap se and re lap se processe s, as well as re lap se prevention strat egie s, increases at the end of the gam e board . Participants were current daily sm okers who we re adult s (18 – 65 years old). The Pick-Klop group: n = 120 (me an age: 33.7 ± 13.4 ), 2 weeks: com pleters n =9 7 , 3 mont h: com pleters n = 94. The psych oeduc ation group: n = 60 (mean age : 28.7 ± 10.8) , 2 weeks: compl eter s n = 43, 3 mont hs: compl eter s n = 38. The wai ting lis t: n = 60 (me an age: 30.0 ± 10.0), 2 we eks: compl eter s n = 47, 3 mont hs: compl eter s n = 41. The Pick-Klop group: tw o ses sions (1.5 h each ) of the Pick-Klop gam e. The psych oeducation group: two sessi ons (1.5 h each) of psycho education abou t smoki ng an d smo king cessation. Scores on attitud es towards nic otine replacement therapy, attit udes towards sm oking, and sm oking self-efficac y improve d for particip ants allo cated to the Pick-Klop group an d the psycho education group with respe ct to the wai ting list. d = 0.71 (betwe en pre and post test) on Attitu des Towards Ni cotine Replacem ent The rapy Scal e (ANRT)-P erceive d Adva ntage. d = 0.59 (betwe en pre and follow-up) on ANRT-Percei ved Advantage. d = 0.14 (betwe en pre and post test) on ANRT -Drawback. d = 0.23 (betwe en pre and follow-up) on ANRT-Drawback. d= − 0.46 (betwe en pre and post test) on ANRT -"Don ’ t know ” Answ ers. d= − 0.60 (betwe en pre and follow-up) on ANRT-"Do n ’ t know ” Answ ers. d = 0.21 (betwe en pre and post test) on Attitu des Towards Sm oking Scale (ATS)-Adverse Eff ects of

Smoking. d=

0.12 (betwe en pre and follow-up) on ATS -Adverse Effects of Smo king. d= − 0.27 (betwe en pre and post test) on ATS-Psychoac tive Be nefits of Smoking. d= − 0.26 (betwe en pre and follow-up) on ATS-Psychoac tive Be nefits of Smoking. d= − 0.30 (betwe en pre and post test) on ATS-P leasure of Smoking. d= − 0.44 (betwe en pre and follow-up) on ATS-Pleasure of

Smoking. d=

(5)

Table

1

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

educational

knowledge

(Continued)

Autho

rs

Des

ign

Co

ntent

of

board

gam

e

Participant

s

Interve

ntion

Impac

t

Effect

size

of

board

gam

e

betw

een

pre

test

and

post

test

or

follow-up

test

(Coh

en

sd

)

Effect

size

of

bo

ard

game

be

tween

the

mean

gain

of

the

main

exper

iment

al

group

and

the

other

groups

(Cohen

sd

)

follow-up)

on

Smok

ing

Self-Efficac

y

Quest

ionnaire.

d=

0.09

(betwe

en

pre

an

d

post

test)

on

Cig

arettes

Smok

ed

Per

Day.

d=

0.67

(betwe

en

pre

an

d

follow-up)

on

Cigare

ttes

Smok

ed

Per

Day.

Wanyam

a

et

al.

(2012

)

[

16

]

RCT

The

mak

e

a

po

sitive

st

art

tod

ay!

board

game:

it

is

an

ed

ucation

al

board

game

on

the

uptak

e

of

know

le

dge

abou

t

HIV

an

d

se

xually

trans

mitted

inf

ections.

It

is

inten

ded

to

increase

peo

ple

liv

ing

with

HIV

s

particip

ation

an

d

atte

ntion,

to

ge

nerate

know

ledge

on

HIV,

se

xually

trans

mitted

inf

ections

and

an

tiretroviral

treat

ment,

and

to

enhanc

e

prevention

be

havior.

Participant

s

w

e

re

180

patie

nts.

The

interve

ntion

group:

n

=

90

(me

an

age:

60

).

The

stan

dard

of

car

e

group:

n

=

90

(me

an

age:

55

).

The

interve

ntion

group

pla

yed

the

make

a

posi

tive

start

tod

ay!

board

game.

The

stan

dard

of

car

e

group

particip

ated

a

stan

dardized

heal

th

talk

.

The

interve

ntion

group

which

pla

yed

the

make

a

positi

ve

start

tod

ay!

board

game

has

highe

r

uptake

of

know

ledge

of

HIV

and

sexually

transmitted infect

ions

than

the

standard

o

f

care

group.

Unabl

e

to

cal

culate

Unabl

e

to

calc

ulate

Nieh

&

Wu

(2018

)

[

17

]

cRCT

The

Gal

axy

Rescuers

game:

it

is

de

signed

for

2

to

6

players.

The

st

oryline

of

the

game

is

abou

t

6

characters

atte

nding

the

trai

ning

sch

ool

to

be

come

the

rescuers

of

the

Gal

axy.

The

gam

e

includ

es

3

st

ages.

At

the

first

stage

,

the

pla

yers

earn

points

by

an

swering

quest

ions

abou

t

bul

lying.

At

the

second

stage,

the

pla

yers

com

plete

a

mi

x

an

d

matc

h

game

by

mat

ching

characters,

such

as

a

bully,

a

victi

m,

a

rei

nforcer,

or

a

defen

der

and

the

ir

role

s

in

a

bullying

inc

ident

.

The

thir

d

st

age

is

a

col

laborative

gam

e

in

which

the

pla

yers

nee

d

to

work

tog

ether

to

acco

mplish

their

training

tas

ks.

Participant

s

w

e

re

328

students

(11

12

years

old).

The

gam

e-onl

y

group:

n

=

116. The

gam

e-with

-debri

efing

group:

n

=

125.

The

cont

rol

group:

n

=

87.

The

gam

e-only

group

played

the

Galaxy

Re

scuers

gam

e.

The

gam

e-with

-debriefing

group

pla

yed

the

Gal

axy

Res

cuers

gam

e

and

cond

ucted

reflec

tion

and

disc

ussion.

The

cont

rol

group

cond

ucte

d

regul

ar

bul

ling

curriculum

using

conve

ntiona

l

teach

ing

method

s,

such

as

an

tibullying

vid

eos

and

workshe

et

assignm

ents.

The

Galaxy

Resc

uers

game

significan

tly

increased

players

know

ledge

abou

t

bullying. The

game-with-debriefing

group

showe

d

a

larger

in

creas

e

in

bullying

know

ledge

than

the

game-only

group.

The

game-with-debriefing

group

also

showe

d

a

chang

e

in

bullying

attitud

e

and

empath

y.

Unabl

e

to

cal

culate

Unabl

e

to

calc

(6)

Table

1

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

educational

knowledge

(Continued)

Autho

rs

Des

ign

Co

ntent

of

board

gam

e

Participant

s

Interve

ntion

Impac

t

Effect

size

of

board

gam

e

betw

een

pre

test

and

post

test

or

follow-up

test

(Coh

en

sd

)

Effect

size

of

bo

ard

game

be

tween

the

mean

gain

of

the

main

exper

iment

al

group

and

the

other

groups

(Cohen

sd

)

Marti

ns

et

al.

(2018

)

[

18

]

cRCT

The

bo

ard

game

educational

interve

ntion

Trilha

Fam

ília

Ama

men

ta

(Breast

feeding

Fam

ily

s

Tra

il).

Participant

s

w

e

re

171

chi

ldren

in

the

thir

d

grad

e

of

elem

entary

sch

ool.

Analy

zed

partic

ipants

we

re

99.

The

interve

ntion

group:

n

=

51,

post-as

sessme

nt

afte

r

30th:

n

=4

8

.

The

cont

rol

group:

n

=

56,

post-as

sessm

ent

after

30th:

n

=

51.

The

interve

ntion

group:

children

part

icipated

in

the

educ

ational

interven

tion

with

the

board

game.

The

cont

rol

group:

children

did

not

particip

ate

in

the

educ

ational

interven

tion

with

the

board

game.

Score

s

for

know

ledge

on

breastf

eedi

ng

we

re

higher

in

the

interven

tion

group,

on

the

7th

and

30th,

than

the

contro

l

group.

Withi

n

the

interven

tion

group,

there

was

a

signific

ant

increase

of

the

me

ans

of

scores

for

know

ledge

on

breastf

eedi

ng

in

the

postt

est

for

the

30th

day

.

d

=

1.

50

(b

etween

pre

and

post

test

at

the

7th

day)

on

Breastf

eedin

g

Kn

owledg

e.

d

=

1.

81

(b

etween

pre

and

post

test

at

the

30th

day)

on

Breastf

eedin

g

Kn

owledg

e.

d

=

0.81

(bet

ween

the

mean

gain

of

the

interven

tion

group

and

the

cont

rol

group

at

the

7th

day)

on

Breastf

eeding

Knowle

dge.

d

=

0.93

(bet

ween

the

mean

gain

of

the

interven

tion

group

and

the

cont

rol

group

at

the

30th

day)

on

Breastf

eeding

Knowle

dge.

Viggi

ano

et

al.

(2018

)

[

19

]

cRCT

The

bo

ard

game

Kaledo

:i

t

is

a

new

educational

board

gam

e

to

improve

nut

rition

know

ledge

an

d

to

promo

te

a

heal

thy

lifestyl

e.

The

gam

e

is

de

signed

to

be

attract

ive

for

pe

ople

of

every

age

from

kids

to

adu

lts.

A

typi

cal

game

se

ssion

requi

res

two

to

four

pla

yers

an

d

lasts

abou

t

15

30

min.

Participant

s

w

e

re

1313

chi

ldren.

The

treat

ment

group:

n

=8

3

7

,

the

first

post-as

sessm

ent

at

8

mont

hs:

n

=

651,

the

se

cond

post-as

sessm

ent

at

18

mont

hs:

n

=

254.

The

cont

rol

group:

n

=

476,

the

first

post-as

sessm

ent

at

8

mont

hs:

n

=

356,

the

se

cond

post-as

sessm

ent

at

18

mont

hs:

n

=

202.

The

treat

ment

group:

the

children

part

icipated

in

one

sessio

n

(15

30

mi

n)

with

the

board

game

Kale

do,

every

we

ek

for

20

weeks.

The

cont

rol

group:

the

children

did

not

pla

y

with

Kaledo

.

The

treat

ed

group

signific

antly

increased

the

cons

umption

of

healthy

food

,

an

d

decreased

junk

food

cons

umption

compared

to

the

contro

l

group.

The

treat

ed

group

signific

antly

increased

in

frequency

and

durati

on

of

phy

sical

activ

ity

compared

to

the

cont

rol

group. The

BMI

z-score

in

the

treated

group

signific

antly

de

creas

ed

compared

to

that

in

the

con

trol

group.

Unabl

e

to

cal

culate

Unabl

e

to

calc

ulate

Karbow

nik

et

al.

(2016

)

[

20

]

RCT

The

bo

ard

game

An

timicroGAM

E

was

de

signed

to

integ

rate

Participant

s

w

e

re

124

students. The

board

game

group:

n

=

The

board

game

group:

particip

ants

pla

yed

board

gam

e

Antimi

croGAME

.

The

board

gam

e

group

sign

ificantly

increases

Unabl

e

to

cal

culate

Unabl

e

to

calc

(7)

Table

1

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

educational

knowledge

(Continued)

Autho

rs

Des

ign

Co

ntent

of

board

gam

e

Participant

s

Interve

ntion

Impac

t

Effect

size

of

board

gam

e

betw

een

pre

test

and

post

test

or

follow-up

test

(Coh

en

sd

)

Effect

size

of

bo

ard

game

be

tween

the

mean

gain

of

the

main

exper

iment

al

group

and

the

other

groups

(Cohen

sd

)

bac

teriolo

gy

and

me

chanism

s

of

action

of

an

timicrob

ial

drugs.

The

fact

ual

content

of

the

An

timicroGAM

E

was

bas

ed

aro

und

the

exist

ing

bas

ic

me

dical

pharm

acology

sy

llabus

for

the

unde

rgraduate

course

in

me

dicine

and

further

revised

by

an

inde

pende

nt

sen

ior

spec

ialist

in

medical

pharm

acol

ogy.

63

(me

an

age:

23

.2

±

1.

1).

The

cont

rol

group

(lecture

-bas

ed

semi

nar):

n

=

61

(me

an

age

:

23.6

±

1.7).

The

cont

rol

group:

particip

ants

rece

ived

lecture-bas

ed

semin

ar.

know

ledge

rete

ntion

at

post

-test

in

fi

nal

exami

natio

n.

Kno

wledge

rete

ntion

of

board

game

group

was

higher

than

lecture-based

se

minar

group.

Viggi

ano

et

al.

(2015

)

[

21

]

cRCT

The

bo

ard

game

Kaledo

Participant

s

w

e

re

3110

(9

19

years

old).

The

treat

ment

group:

n

=

1663

(me

an

age:

13.3),

the

fol

low-up

after

6

mon

ths:

n

=

1076

,

the

follow-up

afte

r

1

8

mont

hs:

n

=

624.

The

cont

rol

group:

n

=

1447

(me

an

age:

13

.0),

the

fol

low-up

afte

r

6

mon

ths:

n

=

1080

,

the

fol

low-up

after

18

mont

hs:

n

=

421.

The

treat

ment

group:

the

treat

ment

group

receive

d

Kaledo

each

we

ek

ov

er

20

cons

ecutive

weeks.

The

cont

rol

group:

the

cont

rol

group

did

not

rece

ive

any

interve

ntion.

At

the

first

post-asses

sment

afte

r

6

mont

hs,

the

treat

ment

group

ob

tained

sig

nificantly

higher

sco

res

than

the

contro

l

group

on

the

adolescen

t

food

ha

bits

chec

klist

(the

exa

minati

on

of

healthy

eating

be

haviors

in

adoles

cents)

,

nut

rition

know

ledge,

heal

thy

and

unhealt

hy

diet

and

food,

physical

activ

ity

and

lifestyle,

food

ha

bits.

The

treat

ed

group

had

significan

tly

lower

BMI

z-score

with

respe

ct

to

the

contro

ls

at

the

first

post-as

sessme

nt

after

6

month

s,

and

second

post-asses

sment

afte

r

18

mont

hs.

Unabl

e

to

cal

culate

Unabl

e

to

calc

ulate

Charl

ier

&

Fraine (2013

)

[

22

]

cRCT

The

ed

ucat

ional

board

game

in

first

aid:

the

game

bo

ard

is

a

landscape

of

a

devel

oping

Participant

s

w

e

re

120

chi

ldren

in

ge

neral

se

condary.

The

board

game

group:

particip

ants

pla

yed

the

board

gam

e.

The

board

gam

e

group

and

the

lecture

group

d

=

1.

40

(b

etween

pre

and

post

test)

on

K

nowledg

e

of

First

Aid.

d=

1.84

(betwe

en

the

mean

gain

of

the

interven

tion

(8)
(9)

Table

1

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

educational

knowledge

(Continued)

Autho

rs

Des

ign

Co

ntent

of

board

gam

e

Participant

s

Interve

ntion

Impac

t

Effect

size

of

board

gam

e

betw

een

pre

test

and

post

test

or

follow-up

test

(Coh

en

sd

)

Effect

size

of

bo

ard

game

be

tween

the

mean

gain

of

the

main

exper

iment

al

group

and

the

other

groups

(Cohen

sd

)

(1994

)

[

23

]

exper

iment

al

study

cm

)

that

consists

of

dice,

pla

stic

toke

ns,

six

lifestyl

e

risk

fact

or

score

car

ds,

an

d

40

gam

e

quest

ion

car

ds.

The

gam

es

can

be

pla

yed

by

tw

o

to

six

individ

uals

and

req

uires

app

roxim

ately

60

min

to

com

plete.

Pla

yers

atte

mpt

to

col

lect

tokens

award

ed

by

the

nurs

e

to

cance

l

the

10

life

style

ris

k

factors

depict

ed

on

their

sco

re

cards,

by

provi

ding

corr

ect

an

swers

to

que

stions

on

the

40

gam

e

car

ds.

12. The

cont

rol

group:

n

=

11.

particip

ated

twice,

2

weeks

apart,

for

a

p

e

riod

of

60

min

.

The

cont

rol

group:

the

cont

rol

group

car

ried

on

with

their

regul

arly

sc

heduled

class

room

activ

itie

s.

increased know

ledge

of

anatomy

and

physiol

ogy,

diet

and

nutrit

ion,

and

lifestyl

e

risk

fact

ors.

The

gain

know

ledge

on

post-t

est

we

re

found

to

be

sig

nifi

cant

betw

een

the

board

gam

e

group

and

the

control

(10)

Table

2

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

cognitive

functions

Autho rs Des ign Con tent of board gam e Part icipants Interven tion Im pact Effect size of bo ard game betwee n pre test and post test or follow-up test (Cohen ’ sd ) Effect size of board gam e be tween the mean gai n of the mai n exper iment al group an d the othe r groups (Co hen ’ sd ) Iizuka et al. (2018 ) [ 6 ] RCT The board game “ Go ” : it is a famous board gam e in Asian cou ntries , particularly Jap an, China, and Ko rea, an d it is gai ning popularity in the Un ited Stat es an d Eu rope. The re are 33 part icipants at ran domiz ation. An alyzed part icipants were 17 . The intervent ion gro up: n = 9 (mean age : 89.1 ± 4.1). The control group: n = 8 (mean age : 89 .1 ± 6.6). The interven tion group: particip ants receive d the inteven tion progr am once a week for 1 h, for a total of 15 cl asses. Each 1-h session cons isted of a lecture o n the bas ic rul es and techni ques of the game GO (15 min), solv ing GO game exerc ises (15 mi n), and pla ying games (30 min ). The control group: particip ants receive d the usual car e. The interve ntion group showe d im proved atte ntion an d work ing memor y scores, wh ile the cont rol group showed de clines in the se scores. d = 0.13 (bet ween pre and post test ) on Montre al Cogni tive Assessm ent. d = 0.46 (bet ween pre and post test ) on total of Digit Span Te st. d = 0.49 (bet ween pre and post test ) on Digit Span Forw ard Task . d = 0.16 (bet ween pre and post test ) on Digit Span Backward Task. d = 0.41 (betwe en the mean gai n of the interve ntion group and the cont rol group) on Mont real Cogni tive Ass essment . d = 0.85 (betwe en the mean gai n of the interve ntion group and the cont rol group) on total of Digit Span Test. d = 0.55 (betwe en the mean gai n of the interve ntion group and the cont rol group) on Digit Span Forw ard Task . d = 0.57 (betwe en the mean gai n of the interve ntion group and the cont rol group) on Digit Span Backward Task. Panp hunpho et al. (2013) [ 24 ] RCT The board game “ Ska ” : it is a tradition al board game in Thai land. The players move the pieces in the hol es provided o n the board . The se hol es are called ‘ Joom s ’ . Each side of the board contains 1 to 12 Joom s. Part icipants we re 40. The Ska group: n =2 0 (m ean age: 64.20 ± 3. 22). The control group: n = 20 (me an age: 65 .15 ± 3.19 ). In the Ska group and the control group, the duratio n of the pract ice was 50 mi n per day, three session s per we ek for the continu ous dur ation of 16 weeks. The Ska group: the particip ants receive d Ska program. The control group: the activities o f the control group includ ed 1) Self-introduction, 2) Back ground tell ing, 3) Changes in olde r age , 4) Our body , 5) Foo d pyra mid, 6) Watch ing televi sion, 7) Lis tening to the radio, 8) Wate ring tre es, 9) Partie s, 10) Cleaning , 11) Listen ing to dhamma talks, 12) D iseases in the elderly, and 13 ) Your own health. The Ska group showe d sign ificant be tter scores of cog nitive fu nctions in memor y, atte ntion, exec utive function com pared to the contro l group. d = 2.07 (bet ween pre and post test ) on Verbal Pair Association I. d = 2.60 (bet ween pre and post test ) on Verbal Pair Association II. d = 1.54 (bet ween pre and post test ) on Visua l Reprod uction I. d = 1.82 (bet ween pre and post test ) on Visua l Reprod uction II. d= − 1.02 (betwe en pre and post test ) on Trail Making Test part A. d= − 1.14 (betwe en pre and post test ) on Wiscon sin Card Sort ing

Test. d=

(11)

Table

2

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

cognitive

functions

(Continued)

Autho

rs

Des

ign

Con

tent

of

board

gam

e

Participan

ts

Interven

tion

Im

pact

Effect

size

of

bo

ard

gam

e

betwee

n

pre

test

and

post

test

or

follow-up

test

(Cohen

sd

)

Effect

size

of

board

game

be

tween

the

mean

gai

n

of

the

main

exper

iment

al

group

an

d

the

othe

r

groups

(Co

hen

sd

)

d=

1.

38

(b

etween

the

mean

gai

n

of

the

interve

ntion

gro

up

and

the

cont

rol

group)

on

Wi

sconsin

Card

Sorting

Test

.

d

=

0.06

(betwe

en

the

mean

gai

n

of

the

interve

ntion

gro

up

and

the

cont

rol

group)

on

Ac

etylch

olineste

rase

Ac

tivity.

Demil

y

et

al.

(2009

)

[

25

]

RCT

The

che

ss

game

Participan

ts

we

re

26

with

schizophre

nia.

The

chess

group:

n

=

13

(me

an

age:

34.7

years

old).

The

treatmen

t

as

usual

group:

n

=1

3

(mean

age

:

38.9

years

old).

The

chess

group:

the

chess

group

prac

ticed

chess

10

times

(twice

per

week;

60

min

per

sessi

on).

The

che

ss

group

sign

ificantly

mad

e

more

pe

rseverative

errors

o

n

Wi

sconsin

Sorting

Card

Test

than

the

treat

ment

as

usual

group

in

the

pre-test

ass

essment

.

Bu

t,

this

differ

ence

was

no

lon

ger

presen

t

in

the

second

asses

sment.

On

the

Stro

op

Te

st,

the

num

ber

of

read

item

s

of

chess

group

was

sign

ificantly

inc

reased

in

the

se

cond

asses

sment

for

the

St

roop

A

(Co

lour)

and

C

(I

nterferen

ce).

Unabl

e

to

calc

ulate

Un

able

to

calculate

Sala

et

al.

(2015

)

[

26

]

A

quasi-exp

eriment

al

longi

tudinal

study:

two

group

pre

-post

com

parative

test

The

che

ss

game

Participan

ts

we

re

560

student

s

in

the

third,

fourth,

and

fifth

grades. The

intervent

ion

group:

n

=

30

9

(169

males

and

140

females)

.

The

control

group:

n

=

251

(116

males

and

135

female

s).

The

interven

tion

group:

the

interven

tion

group

receive

d

a

mand

atory

chess

cou

rse

(chess

course

and

online

training).

The

chess

courses

lasted

betw

een

10

and

15

h

(1

or

2

h

per

week)

.

The

control

group:

the

control

group

performed

only

the

nor

mal

schoo

l

activit

ies

with

out

any

chess-related

activ

ity.

The

interve

ntion

group

sign

ificantly

im

prove

d

math

ematic

al

probl

em-solv

ing

sco

res

compared

with

the

cont

rol

group.

d

=

0.34

(bet

ween

pre

and

post

test

)

on

mathe

matical

pro

blem-solving

scores

.

d

=

0.33

(betwe

en

the

mean

gai

n

of

the

interve

ntion

gro

up

and

the

cont

rol

group)

on

math

ematic

al

probl

em-solv

ing

sco

res.

Sala

&

Gobet

.

(2017

)

[

27

]

A

quasi-exp

eriment

al

The

che

ss

game,

the

che

ckers

gam

e

an

d

Experim

ent

1

Participan

ts

we

re

233

Exper

iment

1

The

chess

group:

the

Exper

iment

1

The

res

ults

showe

d

no

Exper

iment

1

d

=

0.04

(bet

ween

pre

Exper

iment

1

d=

0.23

(bet

ween

(12)

Table

2

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

cognitive

functions

(Continued)

Autho rs Des ign Con tent of board gam e Participan ts Interven tion Im pact Effect size of bo ard gam e betwee n pre test and post test or follow-up test (Cohen ’ sd ) Effect size of board game be tween the mean gai n of the main exper iment al group an d the othe r groups (Co hen ’ sd ) longi tudinal study: thre e group pre-post com parative test the Go game student s in three classes of thir d an d fourth grad es from eight Itali an schoo ls (mean age 8.50 : ± 0.67 years ). The chess group: n = 53 The checker group: n =8 2 The regular scho ol activites group: n =9 8 Experim ent 2 Participan ts we re 52 student s in three classes of fou rth grades primary sc hool (mean age : 9.32 ± 0.32 years ). The three class es were rando mly assigned to thre e groups (a chess group, a Go gro up, a control group) . particip ants atten ded 25 h of chess le ssons. The chec kers group: the particip ants atten ded 25 h of chec kers lessons . The regul ar sch ool activit ies group: the particip ants atten ded regular sch ool activ itie s only. Exper iment 2 The chess group: the particip ants atten ded 15 h of chess le ssons dur ing schoo l hours, along with regular sch ool activ itie s. The Go group: the particip ants atten ded 15 h of Go le ssons dur ing schoo l hours, along with regular sch ool activ itie s. The regul ar sch ool activit ies group: the particip ants atten ded regular sch ool activ itie s only. siginifica nt differ ences be tween the thre e groups in mathm atica l abi lity or metacog nitive abi lity. Exper iment 2 The che ss group mar ginally out performed the Go group in math ematic al ability . No significan t differ ence was fou nd betwee n the cont rol an d the chess group in math ematic al abi lity. No significan t differ ences we re foun d betw een the thre e groups with regard to metacog nition . and post test ) on mathe matical pro blem-solving scores in the chess group. d = 0.30 (bet ween pre and post test ) on mathe matical pro blem-solving scores in the checker group. d = 0.36 (bet ween pre and post test ) on mathe matical pro blem-solving scores in the regular sch ool activ ites . d= − 0.14 (betwe en pre and post test ) on mataco gnitive ability scores in the chess group. d = 0.07 (bet ween pre and post test ) on mataco gnitive ability scores in the chec ker

group. d=

0.09 (bet ween pre and post test ) on mataco gnitive ability scores in the regul ar schoo l activ ites. Exper iment 2 Unabl e to calc ulate mean gai n of the che ss group an d the che ckers group) on mathe matical probl em-sol ving sco res. d= − 0. 32 (b etween the mean gai n of the che ss group an d the reg ular sch ool activities group) on mat hemat ical probl em-sol ving sco res. d= − 0. 22 (b etween the mean gai n of the che ss group an d the che ckers group) on matac ognitive abi lity scores. d= − 0. 22 (b etween the mean gai n of the che ss group an d the reg ular sch ool activities group) on mat acognit ive ability sco res. Exper iment 2 Un able to calculate Acie go et al. (2012 ) [ 28 ] A quasi-exper imental longi tudinal study: tw o group pre-post com parative test The che ss game Participan ts we re 230 student s. The extracurricular activity of chess group: n =1 7 0 The extracurricular activities o f soc cer or basketball group: n = 60 The extracurricular activ ity of chess group: the particip ants were conduc ted che ss as extracurricular. The extracurricular activit ies of soccer or basketball group: the particip ants were conduc ted soc cer or basketball as extracurricular. The extrac urricular activity of che ss group sign ificantly im prove d cog nitive abi lities (sim ilaritie s, dig it span obje ct ass embly mazes) and coping (iden tifies the probl em, thinks of alternatives, asses ses the alternatives, confid ent pe rformanc e) com pared to the extracurricular activ ities of socce r or bas ketball group. d = 0.38 (bet ween pre and post test ) on similarities in Wechsle r Intellig ence Scal e for children (WISC-R). d = 0.55 (bet ween pre and post test ) on digit span in WISC -R. d = 0.41 (bet ween pre and post test ) on objec t assembly in WISC-R. d = 0.38 (bet ween pre and post test ) on maze s in WI SC-R. d = 0.82 (bet ween pre and post test ) on d = 0.26 (betwe en the mean gai n of the extrac urricular activity of chess group and the extrac urricular activities o f soc cer or bas ketball group) on simil arities in Wec hsler Intel ligence Scal e for chi ldren

(WISC-R). d=

(13)

Table

2

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

cognitive

functions

(Continued)

Autho

rs

Des

ign

Con

tent

of

board

gam

e

Participan

ts

Interven

tion

Im

pact

Effect

size

of

bo

ard

gam

e

betwee

n

pre

test

and

post

test

or

follow-up

test

(Cohen

sd

)

Effect

size

of

board

game

be

tween

the

mean

gai

n

of

the

main

exper

iment

al

group

an

d

the

othe

r

groups

(Co

hen

sd

)

ident

ifies

the

probl

em

in

coping. d=

0.71

(bet

ween

pre

and

post

test

)

on

thinks

of

alternatives

in

coping.

d

=

0.77

(bet

ween

pre

and

post

test

)

on

asses

ses

the

alternatives

in

coping.

d

=

0.65

(bet

ween

pre

and

post

test

)

on

confid

ent

performance

in

coping.

group)

on

digit

spa

n

in

WI

SC-R.

d

=

0.30

(betwe

en

the

mean

gai

n

of

the

extrac

urricular

activity

of

chess

group

and

the

extrac

urricular

activities

o

f

soc

cer

or

bas

ketball

group)

on

objec

t

ass

embly

in

WI

SC-R.

d

=

0.25

(betwe

en

the

mean

gai

n

of

the

extrac

urricular

activity

of

chess

group

and

the

extrac

urricular

activities

o

f

soc

cer

or

bas

ketball

group)

on

maze

s

in

WISC-R. d=

0.52

(betwe

en

the

mean

gai

n

of

the

extrac

urricular

activity

of

chess

group

and

the

extrac

urricular

activities

o

f

soc

cer

or

bas

ketball

group)

on

ident

ifies

the

probl

em

in

cop

ing.

d

=

0.48

(betwe

en

the

mean

gai

n

of

the

extrac

urricular

activity

of

chess

group

and

the

extrac

urricular

activities

o

f

soc

cer

or

bas

ketball

group)

on

thinks

of

alternatives

in

cop

ing.

d

=

0.60

(betwe

en

the

mean

gai

n

of

the

extrac

urricular

activity

of

chess

group

and

the

extrac

urricular

activities

o

f

soc

cer

or

bas

ketball

group)

on

asses

ses

the

alternatives

in

cop

ing.

d

=

0.33

(betwe

en

the

mean

gai

n

of

the

extrac

urricular

activity

of

chess

group

and

(14)
(15)

-Table

2

Overview

of

the

studies

reporting

the

effectiveness

of

board

games

in

cognitive

functions

(Continued)

Autho

rs

Des

ign

Con

tent

of

board

gam

e

Participan

ts

Interven

tion

Im

pact

Effect

size

of

bo

ard

gam

e

betwee

n

pre

test

and

post

test

or

follow-up

test

(Cohen

sd

)

Effect

size

of

board

game

be

tween

the

mean

gai

n

of

the

main

exper

iment

al

group

an

d

the

othe

r

groups

(Co

hen

sd

)

females) The

control

group:

n

=

20

(me

an

age:

9.74,

15

males

an

d

5

females)

The

control

group:

the

particip

ants

regul

arly

atten

ded

sc

hool

activit

ies

after

class.

pe

rformanc

e.

Thi

rd

Edit

ion.

Scholz

et

al.,

(2008

)

[

33

]

A

quasi-exper

imental

longi

tudinal

study:

tw

o

group

pre-post

com

parative

test

The

che

ss

game

Participan

ts

we

re

53

student

s.

The

chess

group:

n

=

31 The

control

group:

n

=2

2

The

chess

group:

the

particip

ants

receive

d

1

hour

of

chess

le

sson

instead

of

1

hour

of

regular

math

matics

lessons

pe

r

we

ek

for

the

duratio

n

of

one

schoo

l-year. The

control

group:

the

particip

ants

receive

d

the

planned

five

regul

ar

lessons

of

mathe

matics

per

week.

Calcu

lation

abi

lities

for

simpl

e

add

ition

tasks

and

cou

nting

improve

d

sign

ificantly

more

in

the

chess

group

than

in

the

cont

rol

group.

Unabl

e

to

calc

ulate

Un

able

to

Figure

Fig. 1 PRISMA flow chart of the study selection process
Table 1 Overview of the studies reporting the effectiveness of board games in educational knowledge
Table 2 Overview of the studies reporting the effectiveness of board games in cognitive functions
Table 3 Overview of the studies reporting the effectiveness of board games in the other conditions

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