Literature DB >> 23504652

Older adults' engagement with a video game training program.

Patrícia Belchior1, Michael Marsiske, Shannon Sisco, Anna Yam, William Mann.   

Abstract

OBJECTIVES: The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (Csikszentmihalyi, 1975).
METHODS: Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program.
RESULTS: Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. DISCUSSION: Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory (Csikszentmihalyi, 1975).

Entities:  

Keywords:  aging; engagement; flow; older adults; videogames

Year:  2012        PMID: 23504652      PMCID: PMC3596832          DOI: 10.1080/01924788.2012.702307

Source DB:  PubMed          Journal:  Act Adapt Aging        ISSN: 0192-4788


  13 in total

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2.  Effect of action video games on the spatial distribution of visuospatial attention.

Authors:  C Shawn Green; Daphne Bavelier
Journal:  J Exp Psychol Hum Percept Perform       Date:  2006-12       Impact factor: 3.332

3.  Flow and regulatory compatibility: an experimental approach to the flow model of intrinsic motivation.

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Journal:  Acta Psychol (Amst)       Date:  2008-10-16

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

Authors:  Lennart E Nacke; Anne Nacke; Craig A Lindley
Journal:  Cyberpsychol Behav       Date:  2009-10

6.  The effects of videogame playing on the response selection processing of elderly adults.

Authors:  J E Clark; A K Lanphear; C C Riddick
Journal:  J Gerontol       Date:  1987-01

7.  Video game training to improve selective visual attention in older adults.

Authors:  Patrícia Belchior; Michael Marsiske; Shannon M Sisco; Anna Yam; Daphne Bavelier; Karlene Ball; William C Mann
Journal:  Comput Human Behav       Date:  2013-07-01

8.  Effects of cognitive training interventions with older adults: a randomized controlled trial.

Authors:  Karlene Ball; Daniel B Berch; Karin F Helmers; Jared B Jobe; Mary D Leveck; Michael Marsiske; John N Morris; George W Rebok; David M Smith; Sharon L Tennstedt; Frederick W Unverzagt; Sherry L Willis
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9.  The development of attention skills in action video game players.

Authors:  M W G Dye; C S Green; D Bavelier
Journal:  Neuropsychologia       Date:  2009-02-07       Impact factor: 3.139

10.  Experimental evidence for suspense as determinant of video game enjoyment.

Authors:  Christoph Klimmt; Albert Rizzo; Peter Vorderer; Jan Koch; Till Fischer
Journal:  Cyberpsychol Behav       Date:  2009-02
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  17 in total

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Journal:  Ageing Res Rev       Date:  2015-10-14       Impact factor: 10.895

2.  Older Adults' Engagement During an Intervention Involving Off-the-Shelf Videogame.

Authors:  Patrícia Belchior; Michael Marsiske; Walter L Leite; Anna Yam; Kelsey Thomas; William Mann
Journal:  Games Health J       Date:  2016-06

3.  Video game training to improve selective visual attention in older adults.

Authors:  Patrícia Belchior; Michael Marsiske; Shannon M Sisco; Anna Yam; Daphne Bavelier; Karlene Ball; William C Mann
Journal:  Comput Human Behav       Date:  2013-07-01

4.  Expertise and Engagement: Re-Designing Citizen Science Games With Players' Minds in Mind.

Authors:  Josh Aaron Miller; Uttkarsh Narayan; Matthew Hantsbarger; Seth Cooper; Magy Seif El-Nasr
Journal:  FDG       Date:  2019-08

5.  Study Protocol: Does an Acute Intervention of High-Intensity Physical Exercise Followed by a Brain Training Video Game Have Immediate Effects on Brain Activity of Older People During Stroop Task in fMRI?-A Randomized Controlled Trial With Crossover Design.

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Journal:  Front Aging Neurosci       Date:  2019-09-18       Impact factor: 5.750

6.  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

7.  Advanced virtual reality-based rehabilitation of balance and gait in clinical practice.

Authors:  Desiderio Cano Porras; Hadar Sharon; Rivka Inzelberg; Yitzhak Ziv-Ner; Gabriel Zeilig; Meir Plotnik
Journal:  Ther Adv Chronic Dis       Date:  2019-08-23       Impact factor: 5.091

8.  Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance.

Authors:  Brad Taylor; Anna Yam; Patricia Belchior; Michael Marsiske
Journal:  Games Health J       Date:  2021-06

9.  A pilot study of cognitive training with and without transcranial direct current stimulation to improve cognition in older persons with HIV-related cognitive impairment.

Authors:  Raymond L Ownby; Amarilis Acevedo
Journal:  Neuropsychiatr Dis Treat       Date:  2016-10-25       Impact factor: 2.570

10.  Action Video Game Training for Healthy Adults: A Meta-Analytic Study.

Authors:  Ping Wang; Han-Hui Liu; Xing-Ting Zhu; Tian Meng; Hui-Jie Li; Xi-Nian Zuo
Journal:  Front Psychol       Date:  2016-06-17
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