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Exploring Older Adults’ Video Game Use in the PRISM Computer System
BACKGROUND AND OBJECTIVE: As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researc...
Autores principales: | , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Oxford University Press
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6177054/ https://www.ncbi.nlm.nih.gov/pubmed/30480133 http://dx.doi.org/10.1093/geroni/igy009 |
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author | Boot, Walter R Moxley, Jerad H Roque, Nelson A Andringa, Ronald Charness, Neil Czaja, Sara J Sharit, Joseph Mitzner, Tracy Lee, Chin Chin Rogers, Wendy A |
author_facet | Boot, Walter R Moxley, Jerad H Roque, Nelson A Andringa, Ronald Charness, Neil Czaja, Sara J Sharit, Joseph Mitzner, Tracy Lee, Chin Chin Rogers, Wendy A |
author_sort | Boot, Walter R |
collection | PubMed |
description | BACKGROUND AND OBJECTIVE: As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults’ gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior “in the wild” over an entire year. RESEARCH DESIGN AND METHODS: We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use. RESULTS: Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. DISCUSSION AND IMPLICATIONS: Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games. |
format | Online Article Text |
id | pubmed-6177054 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Oxford University Press |
record_format | MEDLINE/PubMed |
spelling | pubmed-61770542018-11-26 Exploring Older Adults’ Video Game Use in the PRISM Computer System Boot, Walter R Moxley, Jerad H Roque, Nelson A Andringa, Ronald Charness, Neil Czaja, Sara J Sharit, Joseph Mitzner, Tracy Lee, Chin Chin Rogers, Wendy A Innov Aging Original Research Article BACKGROUND AND OBJECTIVE: As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults’ gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior “in the wild” over an entire year. RESEARCH DESIGN AND METHODS: We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use. RESULTS: Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. DISCUSSION AND IMPLICATIONS: Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games. Oxford University Press 2018-04-24 /pmc/articles/PMC6177054/ /pubmed/30480133 http://dx.doi.org/10.1093/geroni/igy009 Text en © The Author(s) 2018. Published by Oxford University Press on behalf of The Gerontological Society of America. http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial reproduction and distribution of the work, in any medium, provided the original work is not altered or transformed in any way, and that the work is properly cited. For commercial re-use, please contact journals.permissions@oup.com |
spellingShingle | Original Research Article Boot, Walter R Moxley, Jerad H Roque, Nelson A Andringa, Ronald Charness, Neil Czaja, Sara J Sharit, Joseph Mitzner, Tracy Lee, Chin Chin Rogers, Wendy A Exploring Older Adults’ Video Game Use in the PRISM Computer System |
title | Exploring Older Adults’ Video Game Use in the PRISM Computer System |
title_full | Exploring Older Adults’ Video Game Use in the PRISM Computer System |
title_fullStr | Exploring Older Adults’ Video Game Use in the PRISM Computer System |
title_full_unstemmed | Exploring Older Adults’ Video Game Use in the PRISM Computer System |
title_short | Exploring Older Adults’ Video Game Use in the PRISM Computer System |
title_sort | exploring older adults’ video game use in the prism computer system |
topic | Original Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6177054/ https://www.ncbi.nlm.nih.gov/pubmed/30480133 http://dx.doi.org/10.1093/geroni/igy009 |
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