Age Differences in Associations with Digital Gaming (original) (raw)
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Senior gamers: Preferences, motivations and needs
2009
Abstract Digital games hold the potential to enhance seniors' leisure time and social connectedness, and provide a mental and even physical workout. However, most digital games that are currently on the market are targeted at the younger audience and contain content that generally does not resonate well with seniors. Senior gamers do exist, yet little is known about them.
Computers in Human Behavior, 2013
The purpose of this investigation was to examine differences in psychological functioning (e.g., wellbeing, affect, depression, and social functioning) between older adults who play digital games comp ared to those older adults that do not play digital games. Analysis was conducted on a sample of 140 independently living older adults with an average age of 77.47 years (SD = 7.31). Participants were divided into three groups (Regular, Occasional Gamers, and Non-gamers)-60% of the sample was either a Regular or Occasional Gamer. Differences among the groups were found for well-being, negative affect, social functionin g, and depression with Regular and Occasional Gamers performing better, on average, than Non-gaming older adults. Findings suggest that playing may serve as a positive activity associated wit h successful aging.
Benefits and Barriers of Older Adults’ Digital Gameplay
Proceedings of the 6th International Conference on Computer Supported Education, 2014
Gerontology researchers have demonstrated that cognitive and social factors are keys that may sometimes outweigh physical conditions in determining life satisfaction. Social interaction and cognitive challenge are consistently identified as key elements to enhance older adults' quality of life. Digital games can offer many potential benefits to older adults in a motivating and playful way, such as increased social interaction and maintenance of cognitive functioning. This paper describes some key results regarding socio-emotional and cognitive benefits as well as barriers reported from an early survey of 463 Canadian older adults who play digital games. The results demonstrate that a diverse group of older adults are actively playing digital games on a regular basis and that players report numerous socio-emotional and cognitive benefits and few difficulties. These results are promising and will be followed up with a variety of experimental studies.
A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
Background: Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology. Materials and Methods: PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review. Results: Results highlighted that 60 percent of articles were published in gerontological journals, whereas only 8.7 percent were published in computer science journals. No studies focused directly on the oldest old population. Few studies included sample sizes greater than 100 participants. Seven primary and 34 secondary themes were identified, of which Hardware Technology and Assessment were the most common. Conclusions: Existing evidence demonstrates the paucity of studies engaging older adults 85 years of age and above regarding the use of digital gaming and highlights a new understudied cohort for further research focus. Recommendations for future research include intentional recruitment and proportionate representation of participants q85 years of age, large sample sizes, and explicit mention of specific numbers of participants q85 years of age, which are necessary to advance knowledge in this area. Integrating a rigorous and robust mixed-methods approach including theoretical perspectives would lend itself to further in-depth understanding and knowledge generation in this field.
The Adoption of Digital Games Among Older Adults
International Journal of Advanced Computer Science and Applications, 2022
The revolution of technology brings many benefits towards diverse population. Digital game is one of the digital technologies that has potential to facilitate older adults' daily routine. However, some of them faces challenges to adopt the usage of digital games in their daily lives, one of which is that most commercial games are not suitable for older people. This paper discusses the investigation into the challenges associated with the older adults' adoption of digital games, their interaction, and experiences with digital games and specifically explores the andragogical perspectives, and game design attributes. A set of questionnaires consisted of open-ended and close-ended questions were distributed, targeting the older adults across Malaysia, using online and non-probability sampling technique. 81 respondents were recruited, and 56 respondents (n=56) were eligible in this study. Four participants were recruited for informal interview session. The analysis of the results indicates that the older adults' perception of digital games and game design aspects are the major factors influencing their digital game adoption. Game designs are important to attract many older adults to experience and interact with digital games.
The Truth About Baby Boomer Gamers
Games and Culture, 2008
This article describes a study conducted in the summer of 2006 aimed at exploring the play patterns and lifestyles of gamers who fall into the loose demographic of “Baby Boomers,” typically defined as people born between 1946 and 1964. This independent study, including more than 300 participants, combined quantitative and qualitative techniques to paint a multifaceted picture of the gaming lifestyles and tastes of this understudied population. The study findings show that Baby Boomers comprise a vibrant video game audience, that they are devoted players, and that they have distinct needs and interests that have gone ignored by both the mainstream game industry and the game press. They also provide some detailed data about their play styles and gaming interests, the role of gaming in their larger media mix, as well as specific case studies that paint a nuanced portrait of this understudied and underserved audience.
Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference?
International Journal of Aging Research, 2019
Digital games can help older adults to entertain themselves, socialize with others, engage their cognitive functions, and enhance emotional states. This study surveyed 463 older Canadian adults to identify the digital games they had played and investigate whether playing them was associated with perceived socioemotional and cognitive benefits. The most widely reported socioemotional benefits were developing self-confidence, dealing with loneliness, and connecting with family. The most widely reported cognitive benefits were focusing, memory improvement, improved reaction speed, and problem solving. In the socioemotional category, connecting with current friends and connecting with family were both associated with strategy games, while connecting with current friends was also associated with sport games. In the cognitive category, both problem solving and speed in reacting/responding were associated with arcade games. Results show that playing digital games has the potential to be an intervention tool to improve older adults' wellbeing.
Factors Influencing the Adoption of Video Games in Late Adulthood
International Journal of Technology and Human Interaction, 2016
In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
The domestication of digital games in the lives of older adults
New Media & Society, 2014
The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the domestication framework developed in the 1990s. A qualitative study was performed with 35 participants aged between 49 and 73, who were targeted purposefully from a larger sample of 213. The analysis revealed how older adults appropriated digital games using pre-existing, public and co-constructed meanings, as well as how such meanings influence the incorporation of digital games in their daily routine. The study also reveals how the transformation of personal meanings into the public realm can be obstructed by social factors. Finally, the usefulness of the domestication framework for this topic of study as well as implications for future research are discussed.