Literature DB >> 22973185

Attitudes of older adults toward shooter video games: An initial study to select an acceptable game for training visual processing.

Sandra M McKay1, Brian E Maki.   

Abstract

A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established.
OBJECTIVES: To determine the degree to which older adults would accept playing a realistic, violent FPS-game, compared to video games not involving realistic depiction of violence.
METHODS: Sixteen older adults (ages 64-77) viewed and rated video-clip demonstrations of the UFOV program and three video-game genres (realistic-FPS, cartoon-FPS, fixed-shooter), and were then given an opportunity to try them out (30 minutes per game) and rate various features.
RESULTS: The results supported a hypothesis that the participants would be less willing to play the realistic-FPS game in comparison to the less violent alternatives (p's<0.02). After viewing the video-clip demonstrations, 10 of 16 participants indicated they would be unwilling to try out the realistic-FPS game. Of the six who were willing, three did not enjoy the experience and were not interested in playing again. In contrast, all 12 subjects who were willing to try the cartoon-FPS game reported that they enjoyed it and would be willing to play again. A high proportion also tried and enjoyed the UFOV training (15/16) and the fixed-shooter game (12/15). DISCUSSION: A realistic, violent FPS video game is unlikely to be an appropriate choice for older adults. Cartoon-FPS and fixed-shooter games are more viable options. Although most subjects also enjoyed UFOV training, a video-game approach has a number of potential advantages (for instance, 'addictive' properties, low cost, self-administration at home). We therefore conclude that non-violent cartoon-FPS and fixed-shooter video games warrant further investigation as an alternative to the UFOV program for training improved visual processing in seniors.

Entities:  

Year:  2010        PMID: 22973185     DOI: 10.4017/gt.2010.09.01.001.00

Source DB:  PubMed          Journal:  Gerontechnology        ISSN: 1569-1101


  8 in total

1.  Gaming Preferences of Aging Generations.

Authors:  Kenneth A Blocker; Timothy J Wright; Walter R Boot
Journal:  Gerontechnology       Date:  2014

Review 2.  Potential of video games for the promotion of neuroadaptation to multifocal intraocular lenses: a narrative review.

Authors:  María Begoña Coco-Martin; Pedro L Valenzuela; Miguel J Maldonado-López; Alejandro Santos-Lozano; Ainhoa Molina-Martín; David P Piñero
Journal:  Int J Ophthalmol       Date:  2019-11-18       Impact factor: 1.779

3.  Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial.

Authors:  Soledad Ballesteros; Antonio Prieto; Julia Mayas; Pilar Toril; Carmen Pita; Laura Ponce de León; José M Reales; John Waterworth
Journal:  Front Aging Neurosci       Date:  2014-10-14       Impact factor: 5.750

4.  Effects of Video Game Training on Behavioral and Electrophysiological Measures of Attention and Memory: Protocol for a Randomized Controlled Trial.

Authors:  Soledad Ballesteros; Julia Mayas; Eloisa Ruiz-Marquez; Antonio Prieto; Pilar Toril; Laura Ponce de Leon; Maria L de Ceballos; José Manuel Reales Avilés
Journal:  JMIR Res Protoc       Date:  2017-01-24

5.  What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.

Authors:  Alvin Chesham; Patric Wyss; René Martin Müri; Urs Peter Mosimann; Tobias Nef
Journal:  JMIR Serious Games       Date:  2017-04-18       Impact factor: 4.143

6.  Cognitive Flexibility Training: A Large-Scale Multimodal Adaptive Active-Control Intervention Study in Healthy Older Adults.

Authors:  Jessika I V Buitenweg; Renate M van de Ven; Sam Prinssen; Jaap M J Murre; K Richard Ridderinkhof
Journal:  Front Hum Neurosci       Date:  2017-11-01       Impact factor: 3.169

7.  Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness.

Authors:  Walter R Boot; Michael Champion; Daniel P Blakely; Timothy Wright; Dustin J Souders; Neil Charness
Journal:  Front Psychol       Date:  2013-02-01

8.  Exploring Older Adults' Video Game Use in the PRISM Computer System.

Authors:  Walter R Boot; Jerad H Moxley; Nelson A Roque; Ronald Andringa; Neil Charness; Sara J Czaja; Joseph Sharit; Tracy Mitzner; Chin Chin Lee; Wendy A Rogers
Journal:  Innov Aging       Date:  2018-04-24
  8 in total

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