| Literature DB >> 35171097 |
Carmen Zahn1, David Leisner1, Mario Niederhauser1, Anna-Lena Roos1, Tabea Iseli2, Marco Soldati2.
Abstract
BACKGROUND: Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial.Entities:
Keywords: computer games; game mode; older adults; serious game; social interaction; video analysis methods; video games
Year: 2022 PMID: 35171097 PMCID: PMC8892273 DOI: 10.2196/29179
Source DB: PubMed Journal: JMIR Form Res ISSN: 2561-326X
Figure 1Game modes: (A) creative, (B) cooperative, and (C) competitive.
Figure 2Study setting: game sequence.
Category system for the observation of social interaction behaviors.
| Category | Definition | Anchor examplesa | |||
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| Game-related communication | All statements resulting directly from the game (eg, discussing results, outcomes, or new strategies) | “Oh my God, that’s fun” and “You won again, congrats” | ||
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| Fondue-related biography | When players discuss the method of preparation or consumption of a cheese fondue in the past (ie, anecdotes) | “My son-in-law doesn’t like garlic. So, when he came to visit, I always had to make a cheese fondue without garlic” and “Do you like onions in the fondue?” | ||
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| General biography | When personal biographic information is shared (when players tell or ask about their professional life, family, military, childhood, etc) | “You know, I used to work in a cheese factory and there was this one customer, who...” and “Originally I am from Austria, but after the war my family moved to Switzerland” | ||
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| Help seeking | When older participants actively ask for help for technical operation of the game or when actively asking about content aspects during the game | “Why can I not grab that cheese over here?” and “Have I collected all the needed ingredients?” | ||
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| Help giving | When coplayers answer questions regarding technical or content matters. Furthermore, when coplayers help the older adults by giving them hints | “Try using your fingertip instead of your fingernail” and “Look, over there is the onion you still need to collect” | ||
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| Laughing together | When players laugh out loud together; also includes when one person laughs and simultaneously talks and the other smiles | N/Ab | ||
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| Eye contact | When players look directly into each other’s eyes (ie, eyes are meeting) | N/A | ||
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| Body contact | When one player is patting the other on the back, or when one player is touching the other’s hand or arm | N/A | ||
aAnchor examples are verbal statements translated from Swiss German.
bN/A: not applicable.
Figure 3Coding example—overlaps.
Simultaneous occurrence of verbal and nonverbal codes.
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| Laughing together, n | Eye contact, n | Body contact, n |
| Game-related communication | 604 | 556 | 83 |
| Fondue-related biography | 31 | 204 | 1 |
| General biography | 12 | 119 | 2 |
Absolute and relative values of social interaction in the different game modes.
| Social interaction category | Game mode | Hypothesis | ||||||||||
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| Creative | Cooperative | Competitive |
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| H1a | |||||||||||
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| Absolute values (mm:ss) | 7:47 (4:43) | 5:05 (3:19) | 4:48 (2:20) | Hypothesis confirmedb | ||||||
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| Relative values (% of total time) | 43 (18.7) | 33 (15.8) | 31.2 (16.4) | Hypothesis confirmedc | ||||||
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| Absolute values (mm:ss) | 1:15 (1:35) | 0:38 (0:47) | 0:51 (1:18) | Hypothesis partly confirmedd | ||||||
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| Relative values (% of total time) | 6.4 (7.3) | 5.2 (7.8) | 4.9 (6.6) | —e | ||||||
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| Absolute values (mm:ss) | 0:21 (0:40) | 0:17 (0:30) | 0:52 (2:02) |
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| Relative values (% of total time) | 1.8 (3.3) | 1.4 (2.3) | 4.9 (9.9) |
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| Absolute values (mm:ss) | 0:09 (0:16) | 0:09 (0:11) | 0:06 (0:17) | — | ||||||
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| Relative values (% of total time) | 1 (1.6) | 1.6 (2.3) | 0.6 (1.4) | Hypothesis partly confirmedf | ||||||
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| — | ||||||||||
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| Absolute values (mm:ss) | 0:22 (0:36) | 0:25 (0:41) | 0:44 (1:28) |
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| Relative values (% of total time) | 2.1 (3.4) | 4 (6.2) | 4.4 (7.3) |
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| Absolute values (mm:ss) | 9:56 (6:21) | 6:36 (4:12) | 7:22 (4:47) | Hypothesis partly confirmedd | ||||||
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| Relative values (% of total time) | 54 (25.9) | 45 (20.4) | 46 (25.3) | — | ||||||
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| H2g | |||||||||||
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| Absolute values (mm:ss) | 1:09 (0:55) | 1:25 (1:17) | 1:33 (1:22) | — | ||||||
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| Relative values (% of total time) | 6.1 (4.1) | 8 (5.5) | 8.8 (6.3) | Hypothesis confirmedc | ||||||
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| — | ||||||||||
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| Absolute values (mm:ss) | 0:32 (0:31) | 0:54 (0:49) | 1:15 (1:39) |
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| Relative values (% of total time) | 3 (2.4) | 5.8 (4.3) | 6.8 (7.8) |
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| — | ||||||||||
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| Absolute values (mm:ss) | 0:03 (0:08) | 0:09 (0:12) | 0:04 (0:05) |
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| Relative values (% of total time) | 0.3 (0.7) | 1 (1.2) | 0.6 (0.8) |
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| Absolute values (mm:ss) | 1:45 (1:25) | 2:29 (2:07) | 2:53 (2:47) | — | ||||||
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| Relative values (% of total time) | 9.4 (6.2) | 14.8 (9.3) | 16.2 (12.5) | Hypothesis confirmedb | ||||||
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| Absolute values (mm:ss) | 11:41 (7:11) | 9:06 (5:45) | 10:16 (6:44) |
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| Relative values (% of total time) | 63.7 (28) | 59.9 (23) | 62.2 (31.1) |
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aH1: hypothesis 1.
bSignificance, P=.01.
cSignificance, P=.02.
dMarginal significance, P=.06.
eHypothesis not confirmed.
fSignificance, P=.04.
gH2: hypothesis 2.
Figure 4Verbal communication (absolute values).
Figure 7Nonverbal communication (relative values).