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...

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Published in:Innovation: The European Journal of Social Sciences Vol. 38; no. 3; pp. 1167 - 1184
Main Authors: Pinazo-Hernandis, Sacramento, Redolat, Rosa, Martin, Antonio Victor, Murciano-Hueso, Alicia
Format: Article
Published: Taylor & Francis Ltd Sep2025
Subjects:
Online Access:View this record in EBSCOhost
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      dt: Sep2025
      vid: 38
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      pub: Taylor & Francis Ltd
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        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
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