Literature DB >> 19772440

Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience.

Lennart E Nacke1, Anne Nacke, Craig A Lindley.   

Abstract

In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released "brain-training" games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2 x 2 mixed factorial design (age group: young and old x game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem-solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.

Mesh:

Year:  2009        PMID: 19772440     DOI: 10.1089/cpb.2009.0013

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  4 in total

1.  Partial maintenance of auditory-based cognitive training benefits in older adults.

Authors:  Samira Anderson; Travis White-Schwoch; Hee Jae Choi; Nina Kraus
Journal:  Neuropsychologia       Date:  2014-08-08       Impact factor: 3.139

2.  The influence of perceptual training on working memory in older adults.

Authors:  Anne S Berry; Theodore P Zanto; Wesley C Clapp; Joseph L Hardy; Peter B Delahunt; Henry W Mahncke; Adam Gazzaley
Journal:  PLoS One       Date:  2010-07-14       Impact factor: 3.240

3.  Older adults' engagement with a video game training program.

Authors:  Patrícia Belchior; Michael Marsiske; Shannon Sisco; Anna Yam; William Mann
Journal:  Act Adapt Aging       Date:  2012-12-19

4.  Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping.

Authors:  Najmeh Khalili-Mahani; Bob De Schutter
Journal:  JMIR Serious Games       Date:  2019-06-06       Impact factor: 4.143

  4 in total

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