Literature DB >> 23971430

Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old.

Susan Krauss Whitbourne1, Stacy Ellenberg, Kyoko Akimoto.   

Abstract

Casual video games (CVGs) are becoming increasingly popular among middle-aged and older adults, yet there are few studies documenting why adults of different ages play these games, what benefits they perceive, and how regularly they play. The present study compared the online survey responses of 10,308 adults ranging from 18 to 80 years of age to questions regarding PopCap's popular free online game, Bejeweled Blitz (BJB). All respondents cited playing against friends as their main reason for playing. However, there were differences by age in the second most frequently cited reason. Middle-aged adults cited stress relief, and older adults reported that they seek the game's challenges. As a result of playing CVGs, younger adults noted that they felt sharper and experienced improved memory; older adults were more likely to feel that their visuospatial skills and response time benefited. Adults aged 60 and older had heavier patterns of game play than did adults under the age of 60 years. A significant number of respondents (14.7%) spontaneously noted that they felt that BJB had addictive qualities. CVG players seem to be drawn into this activity by its social nature and to a certain extent by its reinforcing properties. Once involved, however, they believe that they derive a number of benefits that, for older adults, appear to offset declines in age-sensitive cognitive functions.

Entities:  

Mesh:

Year:  2013        PMID: 23971430     DOI: 10.1089/cyber.2012.0705

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  7 in total

1.  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

2.  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

3.  Nearest transfer effects of working memory training: A comparison of two programs focused on working memory updating.

Authors:  Rocío Linares; Erika Borella; Mª Teresa Lechuga; Barbara Carretti; Santiago Pelegrina
Journal:  PLoS One       Date:  2019-02-13       Impact factor: 3.240

4.  Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?

Authors:  Tobias Greitemeyer; Niklas Weiß; Tobias Heuberger
Journal:  Aggress Behav       Date:  2018-12-26       Impact factor: 2.917

5.  A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic.

Authors:  Maximilian Croissant; Madeleine Frister
Journal:  PLoS One       Date:  2021-12-16       Impact factor: 3.240

6.  Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study.

Authors:  Caitlyn R Upton; Jessica A Nastasi; Bethany R Raiff
Journal:  JMIR Serious Games       Date:  2022-03-24       Impact factor: 4.143

7.  Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers-The Mediating Role of Use Expectancies and Time Spent Gaming.

Authors:  Andrés Chamarro; Ursula Oberst; Ramón Cladellas; Héctor Fuster
Journal:  Int J Environ Res Public Health       Date:  2020-09-03       Impact factor: 3.390

  7 in total

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