Literature DB >> 27976953

Improving Psychosocial Well-Being of Older Adults Through Exergaming: The Moderation Effects of Intergenerational Communication and Age Cohorts.

Xuexin Xu1, Jinhui Li1, Tan Phat Pham1, Charles T Salmon1, Yin-Leng Theng1.   

Abstract

OBJECTIVE: Exergaming is one way to foster social interaction among older adults and to improve their psychosocial well-being, which is a crucial component of healthy aging. This study examined how exergaming affects older adults' social anxiousness, sociability, and loneliness, and it further analyzed differences in the exergaming effects across different types of game play and between different aging cohorts.
METHOD: A 2 (pre-test vs. post-test) × 2 (young-old vs. old-old) × 3 (play alone vs. play with elderly vs. play with youths) mixed quasi-experiment (N = 89) was conducted in Singapore, and three-way MANOVAs were executed.
RESULTS: Results showed a significant three-way interaction effect among exergaming, play type, and age group on older adults' psychosocial well-being. There was a significant decline in social anxiousness and an increase in sociability for young-old participants playing with youths. The sociability improved significantly for old-old participants playing with their peers. There was also a significant decrease in loneliness after exergaming, but little differences were found across different play types or age groups. DISCUSSION: The findings made contributions to aging research and shed light on our understanding about how to foster social interaction among older adults and, thus, promote healthy and active aging.

Entities:  

Keywords:  Aging; Exergames; Loneliness; Sociability; Social anxiousness; Three-way MANOVA

Mesh:

Year:  2016        PMID: 27976953     DOI: 10.1089/g4h.2016.0060

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


  4 in total

1.  Comparison of long-term effects of exergaming (Xbox one kinet) and companionship programs on attitude towards dementia and the older adults among adolescents: a quasi-experimental longitudinal study.

Authors:  Yuan-Ju Liao; Li-Chan Lin; Shiao-Chi Wu; Jung-Ling Fuh; I-Tsun Chiang; Bih-Shya Gau
Journal:  BMC Geriatr       Date:  2022-05-19       Impact factor: 4.070

2.  The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis.

Authors:  Jinhui Li; Mojisola Erdt; Luxi Chen; Yuanyuan Cao; Shan-Qi Lee; Yin-Leng Theng
Journal:  J Med Internet Res       Date:  2018-06-28       Impact factor: 5.428

3.  To Each Stress Its Own Screen: A Cross-Sectional Survey of the Patterns of Stress and Various Screen Uses in Relation to Self-Admitted Screen Addiction.

Authors:  Najmeh Khalili-Mahani; Anna Smyrnova; Lisa Kakinami
Journal:  J Med Internet Res       Date:  2019-04-02       Impact factor: 5.428

4.  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 in total

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