Older adults and use of video games.
Digital technologies are having a profound impact on all aspects of our lives and are driving major societal changes. The use of information and communication technologies in education is one of the fastest developing areas of research, but there is still a digital divide and a need for action in li...
| Published in: | Innovation: The European Journal of Social Sciences Vol. 38; no. 3; pp. 1167 - 1184 |
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| Main Authors: | , , , |
| Format: | Article |
| Published: |
Taylor & Francis Ltd
Sep2025
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| Subjects: | |
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=187408406&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 187408406 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 13511610 IVT jtl: Innovation: The European Journal of Social Sciences issn: 13511610 maglogo: N pubinfo: dt: Sep2025 vid: 38 iid: 3 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 187408406 10.1080/13511610.2024.2367992 ppf: 1167 ppct: 17 formats: fmt: – @attributes: type: T – @attributes: type: P size: 537KB tig: atl: Older adults and use of video games. aug: au: Pinazo-Hernandis, Sacramento Redolat, Rosa Martin, Antonio Victor Murciano-Hueso, Alicia affil: Department of Social Psychology, University of Valencia, Valencia, Spain Department of Psychobiology, University of Valencia, Valencia, Spain Department of Education, University of Salamanca, Salamanca, Spain su: Older people Video games Psychological well-being Well-being Cognitive ability Adult learning Digital technology Digital divide sug: subj: Older people Video games Psychological well-being Well-being Cognitive ability Adult learning Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Video game publishers Video game design and development services Digital technology Digital divide keyword: digital transformation information and communication technologies lifelong learning older adults the future of societies video games use digital transformation information and communication technologies lifelong learning older adults the future of societies video games use ab: Digital technologies are having a profound impact on all aspects of our lives and are driving major societal changes. The use of information and communication technologies in education is one of the fastest developing areas of research, but there is still a digital divide and a need for action in lifelong learning to empower older adults. Our aim was to understand the profile of older adults who use videogames and to identify the factors behind their use and their relationship with certain aspects of health and well-being (self-perceived health status, cognitive and physical functioning, psychological and social well-being). With this aim, we assessed the use and acceptance of different types of technology and how these might be influenced by different factors, such as older adults' age, gender and level of education. Results obtained suggest that there are significant differences between the frequency of video game use and age, gender, educational level and previous experience with digital technology, but no significant differences by gender were found in overall technology use. In conclusion, this study could contribute to the design of lifelong learning approaches for older people that can take advantage of the benefits offered by video games and other technologies to leave no one behind. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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