Older adults' perceived benefits of digital gameplay: Associations with demographics and game use patterns.
Introduction Rapid growth in the older adult population is expanding the need for resources to mitigate the effects of aging. Leisure activities such as digital games have been shown to help with aspects of social and cognitive wellbeing in older adults. Purpose To identify associations of demograph...
| Publicado en: | Gerontechnology Vol. 17; no. 1; pp. 56 - 68 |
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| Autores principales: | , , , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
International Society for Gerontechnology
2018
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=144595833&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 144595833 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15691101 904R jtl: Gerontechnology issn: 15691101 maglogo: N pubinfo: dt: 2018 vid: 17 iid: 1 pid: 54298 pub: International Society for Gerontechnology artinfo: ui: 144595833 144595833 144595833 10.4017/gt.2018.17.1.006.00 144595833 ppf: 56 ppct: 12 formats: tig: atl: Older adults' perceived benefits of digital gameplay: Associations with demographics and game use patterns. aug: au: Kaufman, David Gayowsky, Taylor Sauvé, Louise Renaud, Lise Duplàa, Emmanuel affil: Faculty of Education and Department of Gerontology, Simon Fraser University, Burnaby, Canada sug: subj: Video Games Cognition Patient Attitudes In Old Age Human Middle Age Aged Aged, 80 and Over Surveys Descriptive Statistics Assisted Living Residential Facilities Male Female Demography Middle Aged: 45-64 years Aged: 65+ years Aged, 80 & over Male Female ab: Introduction Rapid growth in the older adult population is expanding the need for resources to mitigate the effects of aging. Leisure activities such as digital games have been shown to help with aspects of social and cognitive wellbeing in older adults. Purpose To identify associations of demographic characteristics and game use patterns with the socioemotional and cognitive benefits of digital gameplay perceived by older adults. Method A survey was administered to 590 adults aged over 55 years, asking about their demographic backgrounds, game use patterns, and perceived gameplay benefits. Descriptive statistics and nonparametric comparison of means were used to identify demographic characteristics and game use patterns associated with players' perceptions of socioemotional and cognitive benefits from playing digital games. Results Perceived socioemotional benefits of digital games were greater for males, not living in a couple, living in an assisted living facility, and having a lower education level. Perceived socioemotional benefits were greater for five of the game use pattern variables: playing more than six hours per week, playing RPGs, playing social games online, meeting new people while playing social games online, and playing with others. Perceived cognitive benefits were associated with having a higher gameplay skill level, playing social games online, meeting new people playing online, and playing with others. Conclusion These findings provide two insights. The first is that variables associated with older adults' perceptions of digital gameplay benefits are not homogenous and are rather complex. The second insight is that older adults do find digital games to be a source of socioemotional and cognitive benefits. This study provides a more nuanced understanding of the variables that may be influential in older adults' perceptions of benefits from digital gameplay. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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