Literature DB >> 26193185

What Is the Key for Older People to Show Interest in Playing Digital Learning Games? Initial Qualitative Findings from the LEAGE Project on a Multicultural European Sample.

Unai Diaz-Orueta1, David Facal1,2, Henk Herman Nap3, Myrto-Maria Ranga4.   

Abstract

OBJECTIVE: Learning digital games can influence both older adults' health condition and their capacity to carry on activities in their actual environment. The goal of the current study was to explore and define the user requirements for developing digital learning games for older Europeans, focusing on types of learning games, motivational and social aspects, and preferences on game controllers. SUBJECTS AND METHODS: For this initial stage, a qualitative focus group study was performed in three participating countries (Spain, The Netherlands, and Greece) where both games existing in the market and others developed in other European Commission projects like HERMES were presented to them, both on video presentations and also with the possibility to actually test some of them.
RESULTS: Challenge, socialization, fun, providing learning opportunities, and escape from daily routine were extracted as the main keys why older people would be interested in playing digital games. Users described themselves as active and participating in many leisure activities, and this level of activity appeared to be related with the contents proposed for digital games, such as physical activity, culture, arts, and other human sciences (history, geography, traveling, foreign languages, music), and daily life skills (cooking, computer use, first aid).
CONCLUSION: The knowledge gathered from the focus groups will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of older Europeans.

Entities:  

Year:  2012        PMID: 26193185     DOI: 10.1089/g4h.2011.0024

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  5 in total

1.  Impact of Learning a Foreign Language on the Enhancement of Cognitive Functions Among Healthy Older Population.

Authors:  Martin Valis; Gabriela Slaninova; Pavel Prazak; Petra Poulova; Jaroslav Kacetl; Blanka Klimova
Journal:  J Psycholinguist Res       Date:  2019-12

2.  Design process and preliminary psychometric study of a video game to detect cognitive impairment in senior adults.

Authors:  Sonia Valladares-Rodriguez; Roberto Perez-Rodriguez; David Facal; Manuel J Fernandez-Iglesias; Luis Anido-Rifon; Marcos Mouriño-Garcia
Journal:  PeerJ       Date:  2017-06-30       Impact factor: 2.984

3.  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.  Can a serious game-based cognitive training attenuate cognitive decline related to Alzheimer's disease? Protocol for a randomized controlled trial.

Authors:  Esther Brill; Christine Krebs; Michael Falkner; Jessica Peter; Katharina Henke; Marc Züst; Lora Minkova; Anna-Katharine Brem; Stefan Klöppel
Journal:  BMC Psychiatry       Date:  2022-08-12       Impact factor: 4.144

5.  Learning a Foreign Language: A Review on Recent Findings About Its Effect on the Enhancement of Cognitive Functions Among Healthy Older Individuals.

Authors:  Blanka Klimova
Journal:  Front Hum Neurosci       Date:  2018-07-30       Impact factor: 3.169

  5 in total

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