HappinessNCT06505070
The Effect of Recreational Games on Happiness, Life Satisfaction, Loneliness, and Somatisation in Elderly Individuals
A study testing Recreational Games in people with Happiness and Life Satisfaction, run by Duzce University at 1 site in Turkey (Türkiye).
Trial summary
As per the United Nations population projections, the percentage of individuals aged 65 and older in the global population is expected to increase from 10% in 2022 to 16% by the year 2050. Read more about this study
- Who is it for?
- Ages 65 years and olderHealthy volunteers can take part
- Conditions the study is for
- Happiness, Life Satisfaction, Loneliness
- What is being tested?
- Recreational Games
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 80 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 8 Jan 2018to 10 Aug 2020
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 65 years and older
- All sexes
- Healthy volunteers accepted
- Older adult
Who may be able to join
- aged 65 years and above and residing in the designated nursing homes during the study duration,
- expressing willingness to participate in the research,
- attaining a score of 23 or higher (for individuals with five or more years of formal education) or 19 or higher (for those with fewer than five years of formal education) on the Standardized Mini-Mental State Examination for Educated and Uneducated Individuals,
- displaying openness to communication.
Who cannot join
- Unconscious
- Individuals who decline to participate in the study
- Individuals using antipsychotic medication
Trial locations and contacts
1 site in 1 country.
About this study
As per the United Nations population projections, the percentage of individuals aged 65 and older in the global population is expected to increase from 10% in 2022 to 16% by the year 2050. In response to this demographic shift, the United Nations emphasizes the importance of ageing countries establishing long-term sustainable care institutions and taking measures to ensure the adaptation of the elderly to these institutions. Recreational activities play a crucial role in supporting and encouraging elderly individuals to maintain active and productive lives in their old age while preserving their social roles.
Aim: To measure the influence of recreational games on somatisation, loneliness, happiness and life satisfaction among elderly individuals.
Read the detailed description
As per the United Nations population projections, the percentage of individuals aged 65 and older in the global population is expected to increase from 10% in 2022 to 16% by the year 2050. In response to this demographic shift, the United Nations emphasizes the importance of ageing countries establishing long-term sustainable care institutions and taking measures to ensure the adaptation of the elderly to these institutions. Recreational activities play a crucial role in supporting and encouraging elderly individuals to maintain active and productive lives in their old age while preserving their social roles.
Aim: To measure the influence of recreational games on somatisation, loneliness, happiness and life satisfaction among elderly individuals.
Method: This study employed a nonrandomized experimental design featuring pretest-posttest control groups. The study was conducted across two distinct nursing homes to prevent potential influence between individuals in the control and intervention groups.
The research was conducted from April to August 2018 within two nursing homes in Turkey. Inclusion criteria comprised individuals meeting the following conditions: 1) aged 65 years and above and residing in the designated nursing homes during the study duration; 2) expressing willingness to participate in the research; 3) attaining a score of 23 or higher (for individuals with five or more years of formal education) or 19 or higher (for those with fewer than five years of formal education) on the Standardized Mini-Mental State Examination for Educated and Uneducated Individuals (SMMSE); and 4) displaying openness to communication.
A power analysis, executed utilizing the G Power 3.0.10 software, determined the requisite number of participants for both the intervention and control groups. Given a type I error rate of 0.05, a type II error rate of 0.80, and an effect size of 0.5, it was established that a minimum of 27 participants were needed for each group. Considering the potential occurrence of missing data during the study, 40 participants meeting the inclusion criteria were applied to participants in both groups.
Data collection tools: The Standardized Mini-Mental State Examination for Educated and Uneducated Individuals (SMMSE) was utilized to ascertain the eligibility of older individuals for participation in the study. Data were collected utilizing a Personal Information Form, the Oxford Happiness Questionnaire Short Form (OHQ-S), the Satisfaction with Life Scale (SWLS), the De Jong Gierveld Loneliness Scale (DJGLS), and the Symptom Check-List Somatisation Subscale (SCL-90-R).
Game selection: After an extensive literature review, the researcher identified 15 games. These games were introduced to participants in the intervention group, enabling them to make informed selections subsequent to receiving instructions.
Interventions: Residents of the nursing homes where the study took place were informed about the research. The SMMSE was administered to individuals who expressed interest in taking part.
Application of pre-tests: OHQ-S, DJGLS, SWLS, and SCL-90-R were applied to a total of 80 individuals in both nursing homes who met the study inclusion criteria.
Selection of the games to be included in the application: One nursing home was allocated as the intervention group to minimize potential interaction between the groups, while the other was designated as the control group. During two sessions, 40 individuals in the intervention group were introduced to 15 games. Researchers conducted these sessions and provided participants with instructions and rules for the games. Then, they were asked to rate the games from 1 to 10. In this form, the elderly individuals evaluated the games by determining the minimum "1" and maximum "10" points according to their interest and willingness to play. Thus, it was ensured that individuals freely choose the games they want to play. As a result, bingo, matching pairs, word challenge and hot-cold games, which received the highest scores from the participants, were selected to be played.
Preparing the playground and organizing the groups: For the elderly to play games, a room on the ground floor of the institution with a sun-drenched, spacious sliding door opening to the garden was preferred. Five groups of 8 people were formed for the games. These groups were determined according to their wishes, taking into account the available hours of the elderly individuals. When one group completed the games, 15-20 minute breaks were given for that group to leave the room and for the other group to gather and prepare for the games.
Playing games: Participants in the intervention group engaged in bingo, matching pairs, word challenges, and hot-and-cold games, organized into groups of eight individuals. They adhered to the game instructions and participated in sessions twice a week for 2 months, totalling 16 sessions. The groups were formed by the requests of the participants, considering their available time. In each session, all individuals in the group played all four games, so one individual played 64 games in a total of 16 sessions. Sessions are planned to last 45 minutes.
Application of posttests: Individuals in the groups underwent administration of OHQ-S, DJGLS, SWLS, and SCL-90-R at two consecutive intervals: 1 week (post-test) and 1 month (follow-up-test) after the conclusion of the game.
- Conditions
- Happiness, Life Satisfaction, Loneliness, Somatization
- Being tested
- Recreational Games
- Medical subject headings
- Personal Satisfaction
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Recreational GamesBehavioural
40 individuals in the intervention group were introduced to 15 games. Researchers conducted these sessions and provided participants with instructions and rules for the games. Then, they were asked to rate the games from 1 to 10. In this form, the elderly individuals evaluated the games by determining the minimum "1" and maximum "10" points according to their interest and willingness to play. Thus, it was ensured that individuals freely choose the games they want to play. As a result, bingo, matching pairs, word challenges and hot-cold games, which received the highest scores from the participants, were selected to be played.
| Study group | Role | What they receive |
|---|---|---|
| Control group | No intervention | Individuals in the control group continued their daily routines. They were chosen from another nursing home to avoid interaction with the experimental group. |
| Experimental group | Experimental | Participants in the intervention group engaged in bingo, matching pairs, word challenges, and hot-and-cold games, organized into groups of eight individuals. They adhered to the game instructions and participated in sessions twice a week for 2 months, totalling 16 sessions. In each session, all individuals played all four games, so one played 64 games in 16 sessions. Sessions are planned to last 45 minutes. Receives: Behavioral: Recreational Games |
What is being measured
The primary outcome is the main question the study is designed to answer.
Happiness levels
Oxford Happiness Questionnaire Short Form: The form, created by Hills and Argyle, comprises a 29-item scale utilizing a 6-point Likert-type scoring system. Its abbreviated version, containing 7 items, was translated into Turkish in 2011. The internal consistency, evaluated using Cronbach's alpha, resulted in a value of 0.74, whereas the test-retest reliability coefficient was recorded as 0.85. The highest score that can be obtained from the scale is 174 and the lowest score is 29. An increase in the score means an increase in the level of happiness.
Measured: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Satisfaction with life levels
Satisfaction with Life Scale: The scale was developed by Diener et al. (1985) to determine the satisfaction people get from life and consists of a 7-point Likert scale with unidimensional structure comprising 5 items. During its adaptation to the Turkish language, the scale underwent modification into a 5-point Likert scale. The Cronbach alpha of the scale was 0.88 and the test-retest reliability coefficient was 0.97.
Measured: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Loneliness levels
De Jong Gierveld Loneliness Scale: The scale, crafted by Gierveld and Kamphuis (1985) to gauge the degree of loneliness among older individuals, underwent linguistic adaptation to Turkish in 2015. The scale's Cronbach alpha was 0.85. Comprising 11 items and 2 subscales, the scale encompasses six negative items evaluating emotional loneliness and 5 positive items appraising social loneliness. Employing a 3-point Likert-type scale, with five items scored inversely, the scale's minimum and maximum scores are 0 and 22, respectively.
Measured: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Somatisation levels
Symptom Check-List Somatisation Subscale: The scale, originally developed by Derogatis, Lipman, and Covi (1973) and subsequently adapted to the Turkish language by Kılıc (1991), is known as SCL-90-R. It is a diagnostic tool for assessing psychological concerns and identifying individual symptoms. The scale comprises nine subcategories, which encompass interpersonal sensitivity, obsessive-compulsive behaviour, somatisation, paranoid ideation, psychoticism, anger-hostility, anxiety, depression and phobic anxiety, utilizing a 4-point Likert type scale. The reliability coefficient for the somatisation subcategory was found to be 0.82.
Measured: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted17 Jul 2024
- Study start8 Jan 2018
- Primary completion29 Mar 2020
- Study completion10 Aug 2020
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for HappinessStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Supportive care
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- Double blind
- Who is masked
- Participant, Outcomes assessor
- Enrolment
- 80 participants (actual)
Sponsor and investigators
- Lead sponsor
- Duzce University
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
- Investigators
- Hasibe Kadıoglu, Study director, Marmara University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06505070
- Sponsor's protocol ID
- Duzce-U-merve0003
- Status last verified
- Aug 2024
- First submitted
- 2 Jul 2024
- Last updated
- 2 Aug 2024
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
Cakar M, Kadioglu H. The effect of recreational games on happiness, life satisfaction, loneliness, and somatisation in elderly individuals: a non-randomized controlled trial. BMC Psychol. 2025 Mar 22;13(1):289. doi: 10.1186/s40359-025-02583-6.
PubMed 40121499
Study at a glance
From the registry record, last updated by the sponsor on 2 Aug 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Recreational Games on Happiness, Life Satisfaction, Loneliness, and Somatisation in Elderly Individuals
- ClinicalTrials.gov ID
- NCT06505070
- Acronym / sponsor ID
- Duzce-U-merve0003
- Conditions
- Happiness, Life Satisfaction, Loneliness, Somatization
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 80 participants (actual)
- Lead sponsor
- Duzce UniversityUniversity, hospital or other
- Study start
- 8 Jan 2018 (actual)
- Primary completion
- 29 Mar 2020 (actual)
- Study completion
- 10 Aug 2020 (actual)
- First posted
- 17 Jul 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
As per the United Nations population projections, the percentage of individuals aged 65 and older in the global population is expected to increase from 10% in 2022 to 16% by the year 2050. In response to this demographic shift, the United Nations emphasizes the importance of ageing countries establishing long-term sustainable care institutions and taking measures to ensure the adaptation of the elderly to these institutions. Recreational activities play a crucial role in supporting and encouraging elderly individuals to maintain active and productive lives in their old age while preserving their social roles.
Aim: To measure the influence of recreational games on somatisation, loneliness, happiness and life satisfaction among elderly individuals.
Detailed description
As per the United Nations population projections, the percentage of individuals aged 65 and older in the global population is expected to increase from 10% in 2022 to 16% by the year 2050. In response to this demographic shift, the United Nations emphasizes the importance of ageing countries establishing long-term sustainable care institutions and taking measures to ensure the adaptation of the elderly to these institutions. Recreational activities play a crucial role in supporting and encouraging elderly individuals to maintain active and productive lives in their old age while preserving their social roles.
Aim: To measure the influence of recreational games on somatisation, loneliness, happiness and life satisfaction among elderly individuals.
Method: This study employed a nonrandomized experimental design featuring pretest-posttest control groups. The study was conducted across two distinct nursing homes to prevent potential influence between individuals in the control and intervention groups.
The research was conducted from April to August 2018 within two nursing homes in Turkey. Inclusion criteria comprised individuals meeting the following conditions: 1) aged 65 years and above and residing in the designated nursing homes during the study duration; 2) expressing willingness to participate in the research; 3) attaining a score of 23 or higher (for individuals with five or more years of formal education) or 19 or higher (for those with fewer than five years of formal education) on the Standardized Mini-Mental State Examination for Educated and Uneducated Individuals (SMMSE); and 4) displaying openness to communication.
A power analysis, executed utilizing the G Power 3.0.10 software, determined the requisite number of participants for both the intervention and control groups. Given a type I error rate of 0.05, a type II error rate of 0.80, and an effect size of 0.5, it was established that a minimum of 27 participants were needed for each group. Considering the potential occurrence of missing data during the study, 40 participants meeting the inclusion criteria were applied to participants in both groups.
Data collection tools: The Standardized Mini-Mental State Examination for Educated and Uneducated Individuals (SMMSE) was utilized to ascertain the eligibility of older individuals for participation in the study. Data were collected utilizing a Personal Information Form, the Oxford Happiness Questionnaire Short Form (OHQ-S), the Satisfaction with Life Scale (SWLS), the De Jong Gierveld Loneliness Scale (DJGLS), and the Symptom Check-List Somatisation Subscale (SCL-90-R).
Game selection: After an extensive literature review, the researcher identified 15 games. These games were introduced to participants in the intervention group, enabling them to make informed selections subsequent to receiving instructions.
Interventions: Residents of the nursing homes where the study took place were informed about the research. The SMMSE was administered to individuals who expressed interest in taking part.
Application of pre-tests: OHQ-S, DJGLS, SWLS, and SCL-90-R were applied to a total of 80 individuals in both nursing homes who met the study inclusion criteria.
Selection of the games to be included in the application: One nursing home was allocated as the intervention group to minimize potential interaction between the groups, while the other was designated as the control group. During two sessions, 40 individuals in the intervention group were introduced to 15 games. Researchers conducted these sessions and provided participants with instructions and rules for the games. Then, they were asked to rate the games from 1 to 10. In this form, the elderly individuals evaluated the games by determining the minimum "1" and maximum "10" points according to their interest and willingness to play. Thus, it was ensured that individuals freely choose the games they want to play. As a result, bingo, matching pairs, word challenge and hot-cold games, which received the highest scores from the participants, were selected to be played.
Preparing the playground and organizing the groups: For the elderly to play games, a room on the ground floor of the institution with a sun-drenched, spacious sliding door opening to the garden was preferred. Five groups of 8 people were formed for the games. These groups were determined according to their wishes, taking into account the available hours of the elderly individuals. When one group completed the games, 15-20 minute breaks were given for that group to leave the room and for the other group to gather and prepare for the games.
Playing games: Participants in the intervention group engaged in bingo, matching pairs, word challenges, and hot-and-cold games, organized into groups of eight individuals. They adhered to the game instructions and participated in sessions twice a week for 2 months, totalling 16 sessions. The groups were formed by the requests of the participants, considering their available time. In each session, all individuals in the group played all four games, so one individual played 64 games in a total of 16 sessions. Sessions are planned to last 45 minutes.
Application of posttests: Individuals in the groups underwent administration of OHQ-S, DJGLS, SWLS, and SCL-90-R at two consecutive intervals: 1 week (post-test) and 1 month (follow-up-test) after the conclusion of the game.
Study design
- Primary purpose
- Supportive care
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- Double blind (participant, outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Control group | No intervention | –Individuals in the control group continued their daily routines. They were chosen from another nursing home to avoid interaction with the experimental group. |
| Experimental group | Experimental | Behavioral: Recreational GamesParticipants in the intervention group engaged in bingo, matching pairs, word challenges, and hot-and-cold games, organized into groups of eight individuals. They adhered to the game instructions and participated in sessions twice a week for 2 months, totalling 16 sessions. In each session, all individuals played all four games, so one played 64 games in 16 sessions. Sessions are planned to last 45 minutes. |
Who may qualify
- Ages
- 65 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Older adult
Key inclusion criteria (4 listed)
- aged 65 years and above and residing in the designated nursing homes during the study duration,
- expressing willingness to participate in the research,
- attaining a score of 23 or higher (for individuals with five or more years of formal education) or 19 or higher (for those with fewer than five years of formal education) on the Standardized Mini-Mental State Examination for Educated and Uneducated Individuals,
- displaying openness to communication.
Key exclusion criteria (3 listed)
- Unconscious
- Individuals who decline to participate in the study
- Individuals using antipsychotic medication
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Recreational Games40 individuals in the intervention group were introduced to 15 games. Researchers conducted these sessions and provided participants with instructions and rules for the games. Then, they were asked to rate the games from 1 to 10. In this form, the elderly individuals evaluated the games by determining the minimum "1" and maximum "10" points according to their interest and willingness to play. Thus, it was ensured that individuals freely choose the games they want to play. As a result, bingo, matching pairs, word challenges and hot-cold games, which received the highest scores from the participants, were selected to be played. | Behavioural | Experimental group |
Primary outcome
Happiness levels
Time frame: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Oxford Happiness Questionnaire Short Form: The form, created by Hills and Argyle, comprises a 29-item scale utilizing a 6-point Likert-type scoring system. Its abbreviated version, containing 7 items, was translated into Turkish in 2011. The internal consistency, evaluated using Cronbach's alpha, resulted in a value of 0.74, whereas the test-retest reliability coefficient was recorded as 0.85. The highest score that can be obtained from the scale is 174 and the lowest score is 29. An increase in the score means an increase in the level of happiness.
Satisfaction with life levels
Time frame: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Satisfaction with Life Scale: The scale was developed by Diener et al. (1985) to determine the satisfaction people get from life and consists of a 7-point Likert scale with unidimensional structure comprising 5 items. During its adaptation to the Turkish language, the scale underwent modification into a 5-point Likert scale. The Cronbach alpha of the scale was 0.88 and the test-retest reliability coefficient was 0.97.
Loneliness levels
Time frame: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
De Jong Gierveld Loneliness Scale: The scale, crafted by Gierveld and Kamphuis (1985) to gauge the degree of loneliness among older individuals, underwent linguistic adaptation to Turkish in 2015. The scale's Cronbach alpha was 0.85. Comprising 11 items and 2 subscales, the scale encompasses six negative items evaluating emotional loneliness and 5 positive items appraising social loneliness. Employing a 3-point Likert-type scale, with five items scored inversely, the scale's minimum and maximum scores are 0 and 22, respectively.
Somatisation levels
Time frame: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions
Symptom Check-List Somatisation Subscale: The scale, originally developed by Derogatis, Lipman, and Covi (1973) and subsequently adapted to the Turkish language by Kılıc (1991), is known as SCL-90-R. It is a diagnostic tool for assessing psychological concerns and identifying individual symptoms. The scale comprises nine subcategories, which encompass interpersonal sensitivity, obsessive-compulsive behaviour, somatisation, paranoid ideation, psychoticism, anger-hostility, anxiety, depression and phobic anxiety, utilizing a 4-point Likert type scale. The reliability coefficient for the somatisation subcategory was found to be 0.82.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 2 Aug 2024.
- Derived from this study: PubMed 40121499Cakar M, Kadioglu H. The effect of recreational games on happiness, life satisfaction, loneliness, and somatisation in elderly individuals: a non-randomized controlled trial. BMC Psychol. 2025 Mar 22;13(1):289. doi: 10.1186/s40359-025-02583-6.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Hasibe Kadıoglu study director
Marmara University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Recreational Games in people with Happiness and Life Satisfaction, run by Duzce University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 4 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 2 Aug 2024. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Happiness levels (time frame: Before the interventions (pre-test), 1 week (post-test) and 1 month (follow-up test) after the interventions). The study lists 4 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT06505070, which also lists 1 linked publication.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 2 Aug 2024.