| Literature DB >> 30480133 |
Walter R Boot1, Jerad H Moxley2, Nelson A Roque1, Ronald Andringa1, Neil Charness1, Sara J Czaja2, Joseph Sharit3, Tracy Mitzner4, Chin Chin Lee2, Wendy A Rogers5.
Abstract
BACKGROUND ANDEntities:
Keywords: Computers; Entertainment; Technology; Video games
Year: 2018 PMID: 30480133 PMCID: PMC6177054 DOI: 10.1093/geroni/igy009
Source DB: PubMed Journal: Innov Aging ISSN: 2399-5300
Figure 1.Boxplots of the number days each video game was played, as well as the number of days on which any game was played.
Figure 2.Number of days per week each game was played over the course of the trial. Note that near the end of the trial some participants began transitioning from the PRISM software package to Windows in preparation for the end of the trial and availability of the software. For this reason, data are only depicted for the first 48 weeks.
Figure 3.Number of days each game was played as a function of cluster. Clusters 1 and 3 engaged in minimal gameplay (and were less frequent PRISM users), Cluster 2 engaged in diverse gameplay, and Clusters 4 and 5 engaged in almost exclusive Solitaire play, with participants in Cluster 5 being more active gamers than Cluster 4.
Results of the Cluster Analysis Performed on PRISM Game Data
| Descriptive statistics | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Cluster | Days game use | Days system use | ||||||||
| 1 | 2 | 3 | 4 | 5 | 1 | 2 | 3 | 4 | 5 | |
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| 33 | 18 | 31 | 33 | 16 | 33 | 18 | 31 | 33 | 16 |
| Mean | 15.6 | 222.5 | 3.7 | 97.6 | 194.3 | 165.7 | 272.4 | 143.9 | 211.5 | 252.3 |
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| 17.5 | 70.4 | 4.6 | 87.0 | 66.3 | 110.4 | 70.2 | 112.4 | 95.7 | 63.92 |
| Minimum | 2 | 99 | 0 | 19 | 66 | 6 | 126 | 3 | 64 | 73 |
| Maximum | 88 | 332 | 23 | 330 | 320 | 344 | 358 | 348 | 350 | 359 |
Note: Five clusters of participants were identified, and the table characterizes each cluster with respect to total number of days of gameplay as well as total days of PRISM system use. In general, Clusters 1 and 3 engaged in minimal gameplay (and were less frequent PRISM users), Cluster 2 engaged in diverse gameplay, and Clusters 4 and 5 engaged in almost exclusive Solitaire play, with participants in Cluster 5 being more active gamers than Cluster 4.
N = Number of participants; SD = Standard deviation.
Regression Analysis Predicting Days of Gameplay With Demographic, Personality, and Cognitive Variables, Controlling for System Use
| Days of gameplay (any game) | ||||||
|---|---|---|---|---|---|---|
| Model | Unstandardized |
| Standardized |
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| 1 | (Intercept) | 71.482 | 125.584 | 0.569 | .570 | |
| Age | −0.412 | 1.176 | −0.027 | −0.350 | .727 | |
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| Agreeableness | −3.642 | 4.335 | −0.070 | −0.840 | .403 | |
| Conscientiousness | 1.131 | 3.517 | 0.025 | 0.322 | .748 | |
| Emotional Stability | 1.006 | 3.260 | 0.027 | 0.309 | .758 | |
| Extraversion | −2.954 | 2.860 | −0.079 | −1.033 | .304 | |
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| Digit Symbol Substitution | −1.323 | 0.785 | −0.168 | −1.685 | .095 | |
| Trails A | −7.800e−4 | 0.356 | −2.114e−4 | −0.002 | .998 | |
| Trails B | 0.126 | 0.104 | 0.124 | 1.211 | .228 | |
| Shipley Vocabulary | 0.288 | 1.412 | 0.019 | 0.204 | .839 | |
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Note: Gender was dummy coded with female as −1 and male as 1. Trails A and Digit Symbol Substitution measured processing speed; Trails B measured executive control; Animal Fluency measured verbal fluency; Shipley Vocabulary corresponded to the Shipley Institute of Living Scale which measured crystallized intelligence. Trails A and B were timed measures, meaning that lower scores corresponded to better (faster) performance. For all other cognitive measures, higher scores indicated better performance. Personality variables (Agreeableness, Conscientiousness, Emotional Stability, Extraversion, Openness to Experience), Total System Use, and Age (years) were coded such that higher values corresponded to greater quantity.
Regression Analysis Predicting Days of Crossword Gameplay With Demographic, Personality, and Cognitive Variables, Controlling for System Use
| Days of crossword play | ||||||
|---|---|---|---|---|---|---|
| Model | Unstandardized |
| Standardized |
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| 1 | (Intercept) | −15.728 | 18.755 | −0.839 | .403 | |
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| Gender | −1.383 | 1.447 | −0.088 | −0.956 | .341 | |
| Agreeableness | −0.424 | 0.647 | −0.064 | −0.656 | .513 | |
| Conscientiousness | −0.476 | 0.525 | −0.081 | −0.906 | .367 | |
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| Extraversion | −0.448 | 0.427 | −0.093 | −1.050 | .296 | |
| Openness to Experience | −0.823 | 0.471 | −0.162 | −1.745 | .084 | |
| Animal Fluency | 0.472 | 0.254 | 0.176 | 1.859 | .066 | |
| Digit Symbol Substitution | 0.001 | 0.117 | 0.001 | 0.011 | .991 | |
| Trails A | −0.028 | 0.053 | −0.059 | −0.527 | .599 | |
| Trails B | 1.449e−4 | 0.016 | 0.001 | 0.009 | .993 | |
| Shipley Vocabulary | −0.188 | 0.211 | −0.099 | −0.893 | .374 | |
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Note: Gender was dummy coded with female as −1 and male as 1. Trails A and Digit Symbol Substitution measured processing speed; Trails B measured executive control; Animal Fluency measured verbal fluency; Shipley Vocabulary corresponded to the Shipley Institute of Living Scale which measured crystallized intelligence. Trails A and B were timed measures, meaning that lower scores corresponded to better (faster) performance. For all other cognitive measures, higher scores indicated better performance. Personality variables (Agreeableness, Conscientiousness, Emotional Stability, Extraversion, Openness to Experience), Total System Use, and Age (years) were coded such that higher values corresponded to greater quantity. Bolding indicates statistical significance (P < .05).
Regression Analysis Predicting Days of Solitaire Gameplay With Demographic, Personality, and Cognitive Variables, Controlling for System Use
| Days of Solitaire play | ||||||
|---|---|---|---|---|---|---|
| Model | Unstandardized |
| Standardized |
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| 1 | (Intercept) | −54.066 | 121.859 | −0.444 | .658 | |
| Age | 1.529 | 1.141 | 0.115 | 1.340 | .183 | |
| Gender | −8.220 | 9.399 | −0.076 | −0.875 | .384 | |
| Agreeableness | −5.674 | 4.206 | −0.124 | −1.349 | .180 | |
| Conscientiousness | 1.224 | 3.413 | 0.030 | 0.359 | .721 | |
| Emotional Stability | 1.613 | 3.163 | 0.048 | 0.510 | .611 | |
| Extraversion | 1.595 | 2.775 | 0.048 | 0.575 | .567 | |
| Openness to Experience | −4.847 | 3.063 | −0.139 | −1.582 | .116 | |
| Animal Fluency | 0.256 | 1.648 | 0.014 | 0.155 | .877 | |
| Digit Symbol Substitution | −0.916 | 0.762 | −0.133 | −1.203 | .232 | |
| Trails A | −0.060 | 0.345 | −0.019 | −0.174 | .862 | |
| Trails B | 0.066 | 0.101 | 0.074 | 0.654 | .514 | |
| Shipley Vocabulary | 0.396 | 1.370 | 0.030 | 0.289 | .773 | |
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Note: Gender was dummy coded with female as −1 and male as 1. Trails A and Digit Symbol Substitution measured processing speed; Trails B measured executive control; Animal Fluency measured verbal fluency; Shipley Vocabulary corresponded to the Shipley Institute of Living Scale which measured crystallized intelligence. Trails A and B were timed measures, meaning that lower scores corresponded to better (faster) performance. For all other cognitive measures, higher scores indicated better performance. Personality variables (Agreeableness, Conscientiousness, Emotional Stability, Extraversion, Openness to Experience), Total System Use, and Age (years) were coded such that higher values corresponded to greater quantity. Bolding indicates statistical significance (P < .05).
Regression Analysis Predicting Days of Tetris Gameplay With Demographic, Personality, and Cognitive Variables, Controlling for System Use
| Days of Tetris play | ||||||
|---|---|---|---|---|---|---|
| Model | Unstandardized |
| Standardized |
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| 1 | (Intercept) | 2.946 | 28.576 | 0.103 | .918 | |
| Age | −0.354 | 0.268 | −0.119 | −1.321 | .189 | |
| Gender | −3.615 | 2.204 | −0.150 | −1.640 | .104 | |
| Agreeableness | 0.237 | 0.986 | 0.023 | 0.241 | .810 | |
| Conscientiousness | 0.805 | 0.800 | 0.090 | 1.006 | .317 | |
| Emotional Stability | 0.300 | 0.742 | 0.040 | 0.404 | .687 | |
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| − | − |
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| Openness to Experience | −0.826 | 0.718 | −0.106 | −1.150 | .252 | |
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| Digit Symbol Substitution | 0.026 | 0.179 | 0.017 | 0.146 | .884 | |
| Trails A | 0.028 | 0.081 | 0.039 | 0.346 | .730 | |
| Trails B | 0.023 | 0.024 | 0.117 | 0.988 | .325 | |
| Shipley Vocabulary | 0.250 | 0.321 | 0.086 | 0.777 | .439 | |
| Total System Use | 0.029 | 0.016 | 0.160 | 1.808 | .073 | |
Note: Gender was dummy coded with female as −1 and male as 1. Trails A and Digit Symbol Substitution measured processing speed; Trails B measured executive control; Animal Fluency measured verbal fluency; Shipley Vocabulary corresponded to the Shipley Institute of Living Scale which measured crystallized intelligence. Trails A and B were timed measures, meaning that lower scores corresponded to better (faster) performance. For all other cognitive measures, higher scores indicated better performance. Personality variables (Agreeableness, Conscientiousness, Emotional Stability, Extraversion, Openness to Experience), Total System Use, and Age (years) were coded such that higher values corresponded to greater quantity. Bolding indicates statistical significance (P < .05).
Regression Analysis Predicting Days of Poker Gameplay With Demographic, Personality, and Cognitive Variables, Controlling for System Use
| Days of Poker play | ||||||
|---|---|---|---|---|---|---|
| Model | Unstandardized |
| Standardized |
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| 1 | (Intercept) | 37.639 | 39.345 | 0.957 | .341 | |
| Age | −0.440 | 0.369 | −0.107 | −1.195 | .235 | |
| Gender | 1.986 | 3.035 | 0.059 | 0.654 | .514 | |
| Agreeableness | −0.117 | 1.358 | −0.008 | −0.086 | .931 | |
| Conscientiousness | −0.801 | 1.102 | −0.064 | −0.727 | .469 | |
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| Extraversion | 1.360 | 0.896 | 0.134 | 1.518 | .132 | |
| Openness to Experience | 1.037 | 0.989 | 0.096 | 1.048 | .297 | |
| Animal Fluency | 0.561 | 0.532 | 0.098 | 1.054 | .294 | |
| Digit Symbol Substitution | −0.236 | 0.246 | −0.110 | −0.959 | .340 | |
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| Trails B | 0.015 | 0.033 | 0.054 | 0.459 | .647 | |
| Shipley Vocabulary | −0.115 | 0.442 | −0.028 | −0.259 | .796 | |
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Note: Gender was dummy coded with female as −1 and male as 1. Trails A and Digit Symbol Substitution measured processing speed; Trails B measured executive control; Animal Fluency measured verbal fluency; Shipley Vocabulary corresponded to the Shipley Institute of Living Scale which measured crystallized intelligence. Trails A and B were timed measures, meaning that lower scores corresponded to better (faster) performance. For all other cognitive measures, higher scores indicated better performance. Personality variables (Agreeableness, Conscientiousness, Emotional Stability, Extraversion, Openness to Experience), Total System Use, and Age (years) were coded such that higher values corresponded to greater quantity. Bolding indicates statistical significance (P < .05).
Mixed Effects Model Predicting Nongame System Use From Previous Week Nongame System Use and Previous Week Game-use
| Fixed effects | B |
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|---|---|---|---|
| Previous Nongame Use | 0.34 | 0.01 | <.001 |
| Previous Game Use | 0.10 | 0.02 | <.001 |
| Week | −0.07 | 0.01 | <.001 |
| Week Quadratic | 0.002 | <0.001 | <.001 |
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| Subject | 8.85 | 1.23 | <.001 |
| Week | 0.003 | <0.001 | <.001 |
| Quadratic Week | <0.001 | <0.001 | <.001 |
Mixed Effects Model Predicting Game Use From Previous Week Nongame System Use and Previous Week Game-use
| Fixed effects | B |
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|---|---|---|---|
| Previous Nongame Use | 0.03 | 0.01 | .01 |
| Previous Game Use | 0.44 | 0.01 | <.001 |
| Week | −0.06 | 0.01 | <.001 |
| Week Quadratic | 0.02 | <0.001 | .04 |
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| Subject | 3.35 | 0.47 | <.001 |
| Week | 0.002 | <0.001 | <.001 |
| Quadratic Week | <0.001 | <0.001 | <.001 |