Literature DB >> 27310479

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

Patrícia Belchior1,2, Michael Marsiske3, Walter L Leite4, Anna Yam5, Kelsey Thomas3, William Mann6.   

Abstract

OBJECTIVE: The overall goal of our current study was to examine older adults' experience of Flow (i.e., subjective engagement) during the course of a home-based cognitive training program.
MATERIALS AND METHODS: In this study, participants took part in a home-based training program. They were randomized to one of the two training groups. One group played an off-the-shelf videogame (i.e., Crazy Taxi), and the other group played a brain training game (i.e., Insight). Training consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). After each training session, participants completed a Flow questionnaire to measure their engagement with the training.
RESULTS: The analysis was performed with a linear growth curve model. The results indicate that on average, there was no change in flow for the Insight group between time points. There was no difference between the initial flow status of the Insight group and the Crazy Taxi group. However, the interaction between group membership and time was statistically significant, indicating that the participants in the Crazy Taxi group increased their scores at each week at a rate that was 0.99 larger than those in the Insight group.
CONCLUSION: The analyses revealed that both groups experienced increase in Flow over the period, but only participants in the Crazy Taxi group significantly improved in Flow. This has long-term implications since we would expect participation to go beyond 12 weeks in a real-world scenario.

Entities:  

Mesh:

Year:  2016        PMID: 27310479      PMCID: PMC5079422          DOI: 10.1089/g4h.2015.0049

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


  8 in total

1.  Neural contributions to flow experience during video game playing.

Authors:  Martin Klasen; René Weber; Tilo T J Kircher; Krystyna A Mathiak; Klaus Mathiak
Journal:  Soc Cogn Affect Neurosci       Date:  2011-05-19       Impact factor: 3.436

2.  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

3.  Can training in a real-time strategy video game attenuate cognitive decline in older adults?

Authors:  Chandramallika Basak; Walter R Boot; Michelle W Voss; Arthur F Kramer
Journal:  Psychol Aging       Date:  2008-12

4.  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

5.  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

6.  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

7.  The aging mind: neuroplasticity in response to cognitive training.

Authors:  Denise C Park; Gérard N Bischof
Journal:  Dialogues Clin Neurosci       Date:  2013-03       Impact factor: 5.986

8.  Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial.

Authors:  Julia Mayas; Fabrice B R Parmentier; Pilar Andrés; Soledad Ballesteros
Journal:  PLoS One       Date:  2014-03-19       Impact factor: 3.240

  8 in total
  6 in total

1.  Efficacy of video game-based interventions for active aging. A systematic literature review and meta-analysis.

Authors:  Fernando L Vázquez; Patricia Otero; J Antonio García-Casal; Vanessa Blanco; Ángela J Torres; Manuel Arrojo
Journal:  PLoS One       Date:  2018-12-11       Impact factor: 3.240

2.  Computer-Delivered Cognitive Training and Transcranial Direct Current Stimulation in Patients With HIV-Associated Neurocognitive Disorder: A Randomized Trial.

Authors:  Raymond L Ownby; Jae Kim
Journal:  Front Aging Neurosci       Date:  2021-11-15       Impact factor: 5.750

3.  Playing Minecraft Improves Hippocampal-Associated Memory for Details in Middle Aged Adults.

Authors:  Craig E L Stark; Gregory D Clemenson; Ujwal Aluru; Nikki Hatamian; Shauna M Stark
Journal:  Front Sports Act Living       Date:  2021-07-05

4.  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

5.  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

6.  "Who Doesn't Think about Technology When Designing Urban Environments for Older People?" A Case Study Approach to a Proposed Extension of the WHO's Age-Friendly Cities Model.

Authors:  Hannah R Marston; Joost van Hoof
Journal:  Int J Environ Res Public Health       Date:  2019-09-20       Impact factor: 3.390

  6 in total

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