[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Older Adults Digital Gameplay: A Follow-up Study of Social Benefits

  • Conference paper
  • First Online:
Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2015)

Abstract

This study involved 20 Wii Bowling teams of 3–4 players each in an eight-week tournament across a large city in western Canada. This paper summarizes the initial results, in which an increase in social connectedness and decrease in loneliness were found, and reports on a follow-up study three months after the tournament that examined whether people still played together and maintained their social connections. The follow-up consisted of 14 focus groups, with 46 Wii Bowling players, with at least one representative from each team. Many participants seemed to maintain benefit from their new social contacts three months after the tournament. However, participants experienced some difficulties in recruiting new players and in maintaining momentum over time. In seniors’ centres and facilities with scheduled activities, Wii Bowling remained a regular source of social interaction and fun. These findings are examined with a consideration of socio-emotional selectivity theory.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 35.99
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 44.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. World Health Organization: Global Health and Aging (2012). http://www.who.int/ageing/publications/global_health.pdf

  2. Kaufman, D.: Aging Well: Can Digital Games Help? Overview of the Project. Presented at the World Social Science Forum, Montreal, QC (2013)

    Google Scholar 

  3. World Health Organization: Active Aging: a Policy Framework. Geneva, World Health Organization (2002). http://whqlibdoc.who.int/hq/2002/WHO_NMH_NPH_02.8.pdf

  4. McDaniel, S.A., Rozanova, J.: Canada’s aging population (1986) Redux. Can. J. Aging 30(3), 511–521 (2011). doi:http://dx.doi.org.proxy.lib.sfu.ca/10.1017/S0714980811000420

  5. Bowling, A., Dieppe, P.: What is successful ageing and who should define it? BMJ 331(7531), 1548–1551 (2005)

    Article  Google Scholar 

  6. Phelan, E.A., Anderson, L.A., Lacroix, A.Z., Larson, E.B.: Older adults’ views of “successful aging”—how do they compare with researchers’ definitions? J. Am. Geratr. Soc. 52(2), 211–216 (2004)

    Article  Google Scholar 

  7. Fernández-Ballesteros, R., Robine, J.M., Walker, A., Kalache, A.: Active aging: a global goal. Curr. Gerontol. Geratr. Res. 2013(298012), 4 (2013). doi:10.1155/2013/298012

    Google Scholar 

  8. Forsman, A.K., Nyqvist, F., Schierenbeck, I., Gustafson, Y., Wahlbeck, K.: Structural and cognitive social capital and depression among older adults in two nordic regions. Aging Ment. Health 16(6), 771–779 (2012). doi:10.1080/13607863.2012.667784

    Article  Google Scholar 

  9. Glei, D.A., Landau, D.A., Goldman, N., Chuang, Y.L., Rodríguez, G., Weinstein, M.: Participating in social activities helps preserve cognitive function: an analysis of a longitudinal, population-based study of the elderly. Int. J. Epidemiol. 34(4), 864–871 (2005). doi:10.1093/ije/dyi049

    Article  Google Scholar 

  10. Theurer, K., Wister, A.: Altruistic behaviour and social capital as predictors of wellbeing among older Canadians. Ageing Soc. 30(1), 157–181 (2010). doi:http://dx.doi.org.proxy.lib.sfu.ca/10.1017/S0144686X09008848

  11. Carstensen, L.L.: Motivation for social contact across the life span: a theory of socioemotional selectivity. Nebr. Symp. Motiv. 40, 209–254 (1993)

    Google Scholar 

  12. Park, N.S., Zimmerman, S., Kinslow, K., Shin, H.J., Roff, L.L.: Social engagement in assisted living and implications for practice. J. Appl. Gerontol. 31(2), 215–238 (2012). doi:10.1177/0733464810384480

    Article  Google Scholar 

  13. Kaufman, D.: Socio-emotional benefits of digital games for older adults. In: Proceedings of the 6th International Conference on Computer Supported Education (CSEDU 2014), Barcelona, Spain. SciTePress Digital Library Online, Setubal, Portugal (2014)

    Google Scholar 

  14. Zhang, F., Kaufman, D.: Physical and cognitive impacts of digital games on older adults: a meta-analytic review. J Appl. Gerontol. (2015). doi:10.1177/0733464814566678

    Google Scholar 

  15. Astell, A.: Technology and fun for a happy old age. In: Sixsmith, A., Gutman, G. (eds.) Technologies for Active Aging. International Perspectives on Aging, vol. 9, pp. 169–187. Springer, New York (2013)

    Chapter  Google Scholar 

  16. IJsselsteijn, W., Nap, H.H., de Kort, Y., Poels, K.: Digital game design for elderly users. In: Kapralos, B., Katchabaw, M., Rajnovich, J. (eds.) Proceedings of the 2007 Conference on Future Play, pp. 17–22. ACM, New York (2007)

    Google Scholar 

  17. De Schutter, B.: Never too old to play: the appeal of video games to an older audience. Games Cult. 6(2), 155–170 (2011). doi:10.1177/1555412010364978

    Article  Google Scholar 

  18. Kahlbagh, P.E., Sperandio, A.J., Carlson, A.L., Hauselt, J.: Effects of playing wii on wellbeing in the elderly: physical activity, loneliness, and mood. Activities Adapt. Aging 35(4), 331–344 (2011). doi:10.1080/01924788.2011.625218

    Article  Google Scholar 

  19. Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., Koh, L.: Physical and psychosocial effects of wii video game use among older women. IJETS 8(2), 85–98 (2010)

    Google Scholar 

  20. Ory, M.G., Evashwick, C.J., Glasgow, R.B., Sharkey, J.R., Browning, C.J., Thomas, S.A.: Pushing the boundaries of evidence-based research: enhancing the application and sustainability of health promotion programs in diverse populations. In: Browing, C., Thomas, S.A. (eds.) Behavioral Change: An Evidence-based Handbook for Social and Public Health, pp. 267–293. Elsevier Churchill, Edinburgh (2005)

    Google Scholar 

  21. Hausknecht, S., Schell, R., Zhang, F., Kaufman, D.: Building seniors’ social connections and reducing loneliness through a digital game. In: Proceedings of the ICT4Ageingwell 2015, Lisbon, Portugal (2015)

    Google Scholar 

  22. Schell, R., Hausknecht, S., Zhang, F., Kaufman, D.: Social benefits of playing Wii Bowling for older adults. Games Cult. (in press)

    Google Scholar 

  23. Elder Jr., G.H.: Time, human agency, and social change: perspectives on the life course. Soc. Psychol. Q. 57(1), 4–15 (1994)

    Article  Google Scholar 

  24. Baumeister, R.F., Leary, M.R.: The need to belong: desire for interpersonal attachments as a fundamental human motivation. Psychol. Bull. 117(3), 497–529 (1995)

    Article  Google Scholar 

  25. Adams, K.B., Leibbrandt, S., Moon, H.: A critical review of the literature on social and leisure activity and wellbeing in later life. Aging Soc. 31(4), 683–712 (2011)

    Article  Google Scholar 

  26. Ashida, S., Heaney, C.A.: Differential associations of social support and social connectedness with structural features of social networks and the health status of older adults. J. Aging Health 20(7), 872–893 (2008). doi:10.1177/0898264308324626

    Article  Google Scholar 

  27. Sirven, N., Debrand, T.: Social participation and healthy ageing: an international comparison using SHARE data. Soc. Sci. Med. 67(12), 2017–2026 (2008). doi:10.1016/j.socscimed.2008.09.056

    Article  Google Scholar 

  28. Fratiglioni, L., Paillard-Borg, S., Winblad, B.: An active and socially integrated lifestyle in late life might protect against dementia. Lancet Neurol. 3, 343–353 (2004). doi:10.1016/S1474-4422(04)00767-7

    Article  Google Scholar 

  29. Cannuscio, C., Block, J., Kawachi, I.: Social capital and successful aging: the role of senior housing. Ann. Intern. Med. 139(5 Part 2), 395–399 (2003)

    Article  Google Scholar 

  30. Litwin, H., Shiovitz-Ezra, S.: Social network type and subjective wellbeing in a national sample of older Americans. Gerontologist 51(3), 379–388 (2011). doi:10.1093/geront/gnq094

    Article  Google Scholar 

  31. van Bel, D.T., Smolders, K.C.H.J., IJsselsteijn, W.A., de Kort, Y.: Social connectedness: concept and measurement. In: Callaghan, V., Kameas, A., Reyes, A., Royo, D., Weber, M. (eds.) Intelligent Environments 2009: Proceedings of the 5th International Conference on Intelligent Environments, pp. 67–74. IOS Press, Amsterdam (2009)

    Google Scholar 

  32. Lambert, N.M., Stillman, T.F., Hicks, J.A., Kamble, S., Baumeister, R.F., Fincham, F.D.: To belong is to matter: sense of belonging enhances meaning in life. Pers. Soc. Psychol. Bull. 39(11), 1418–1427 (2013). doi:10.1177/0146167213499186

    Article  Google Scholar 

  33. Rook, K.S.: Social relationships as a source of companionship: implications for older adults’ psychological wellbeing. In: Sarason, B.R., Sarason, I.G., Gregory, R.P. (eds.) Social Support: an Interactional View, pp. 219–250. John Wiley, New York (1990)

    Google Scholar 

  34. Cacioppo, J.T., Patrick, W.: Loneliness: Human Nature and the Need for Social Connection. W.W. Norton & Company, New York (2008)

    Google Scholar 

  35. Hawkley, L.C., Cacioppo, J.T.: Loneliness matters: a theoretical and empirical review of consequences and mechanisms. Ann. Behav. Med. 40(2), 218–227 (2010). doi:10.1007/s12160-010-9210-8

    Article  Google Scholar 

  36. Pinquart, M., Sorensen, S.: Influences on loneliness in older adults: a meta-analysis. BASP 23(4), 245–266 (2001)

    Google Scholar 

  37. Dykstra, P.A., van Tilburg, T.G., de Jong Gierveld, J.: Changes in older adult loneliness results from a seven-year longitudinal study. Res. Aging 27(6), 725–747 (2005). doi:10.1177/0164027505279712

    Article  Google Scholar 

  38. Buckley, C., McCarthy, G.: An exploration of social connectedness as perceived by older adults in a long-term care setting in Ireland. Geriatr. Nurs. 30(6), 390–396 (2009). doi:10.1016/j.gerinurse.2009.09.001

    Article  Google Scholar 

  39. Mannell, R.C., Kleiber, D.A.: A Social Psychology of Leisure. Venture Publishing Inc., State College, PA (1997)

    Google Scholar 

  40. Burnett-Wolle, S., Godbey, G.: Refining research on older adults’ leisure: implications of selection, optimization, and compensation and socioemotional selectivity theories. J. Leisure Res. 39(3), 498–513 (2007)

    Google Scholar 

  41. Baecker, R., Moffatt, K., Massimi, M.: Technologies for aging gracefully. Interactions 19(3), 32–36 (2012)

    Article  Google Scholar 

  42. Entertainment Software Association: Essential Facts (2015). http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

  43. Entertainment Software Association (ESA) Essential Facts (2014). http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf

  44. Delwiche, A.A., Henderson, J.J.: The players they are A-changin’: the rise of older MMO gamers. J. Broadcast. Electron. Media 57(2), 205–223 (2013). doi:10.1080/08838151.2013.787077

    Article  Google Scholar 

  45. Kaufman, D., Sauvé, L., Renaud, L., Duplàa, E.: Cognitive benefits of digital games for older adults. In: Herrington, J., Viteli, J., Leikomaa, M. (eds.) Proceedings of the World Conference on Educational Media and Technology (EdMedia) 2014, pp. 289–297. Association for the Advancement of Computing in Education (AACE), Waynesville, NC (2014)

    Google Scholar 

  46. Nap, H.H., de Kort, Y., IJsselsteijn, W.A.: Senior gamers: preferences, motivations and needs. Gerontechnology 8(4), 247–262 (2009)

    Article  Google Scholar 

  47. Nimrod, G.: The fun culture in seniors’ online communities. Gerontologist 51(2), 226–237 (2011). doi:10.1093/geront/gnq084

    Article  Google Scholar 

  48. Csikszentmihalyi, M.: Flow and education. NAMTA J. 22(2), 2–35 (1997)

    Google Scholar 

  49. Sorenson, N., Pasquier, P.: The evolution of fun: automatic level design through challenge modeling. In: Ventura, D., Pease, A., Pérez y Pérez, R., Ritchie, G., Veale, T. (eds.) Proceedings of the First International Conference on Computational Creativity (ICCCX), pp. 258–267. University of Coimbra, Coimbra, Portugal (2010)

    Google Scholar 

  50. Zonneveld, A., Loos, E.F.: Silver gaming: ter leering ende vermaeck? [Silver Gaming: Serious Fun for Seniors?]. Tijdschr. Gerontol. Geriatr. 46, 152–159 (2015). doi:10.1007/s12439-015-0129-1

    Article  Google Scholar 

  51. Gamberini, L., Alcaniz, M., Barresi, G., Fabregat, M., Ibanez, F., Prontu, L.: Cognition, technology and games for the elderly: an introduction to the ELDERGAMES project. PsychNology 4(3), 285–308 (2006)

    Google Scholar 

  52. Jung, Y., Li, K.J., Janissa, N.S., Gladys, W.L.C., Lee, K.M.: Games for a better life: effects of playing wii games on the wellbeing of seniors in a long-term care facility. In: Proceedings of the Sixth Australasian Conference on Interactive Entertainment (article 5). ACM, New York (2009)

    Google Scholar 

  53. Peng, W., Lin, J., Crouse, J.: Is playing exergames really exercising? a meta-analysis of energy expenditure in active video games. Cyberpsychology Behav. Soc. Netw. 14(11), 681–688 (2011). doi:10.1089/cyber.2010.0578

    Article  Google Scholar 

  54. Wiemeyer, J., Kliem, A.: Serious games in prevention and rehabilitation—a new panacea for elderly people? Eur. Rev. Aging Phys. Act. 9(1), 41–50 (2012). doi:10.1007/s11556-011-0093-x

    Article  Google Scholar 

  55. Nimrod, G.: Older adults’ online communities: a qualitative analysis. Gerontologist 50(3), 382–392 (2010)

    Article  Google Scholar 

  56. Pearce, C.: The truth about baby boomer gamers – a study of over-forty computer game players. Games Cult. 3(2), 142–174 (2008). doi:10.1177/1555412008314132

    Article  Google Scholar 

  57. Russell, D.W.: UCLA loneliness scale (Version 3): reliability, validity, and factor structure. J. Pers. Assess. 66(1), 20–40 (1996)

    Article  Google Scholar 

Download references

Acknowledgements

We wish to thank the Social Sciences and Humanities Research Council of Canada (SSHRC) for supporting this project financially through a four-year Insight grant.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Simone Hausknecht .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Hausknecht, S., Schell, R., Zhang, F., Kaufman, D. (2015). Older Adults Digital Gameplay: A Follow-up Study of Social Benefits. In: Helfert, M., Holzinger, A., Ziefle, M., Fred, A., O'Donoghue, J., Röcker, C. (eds) Information and Communication Technologies for Ageing Well and e-Health. ICT4AWE 2015. Communications in Computer and Information Science, vol 578. Springer, Cham. https://doi.org/10.1007/978-3-319-27695-3_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-27695-3_12

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-27694-6

  • Online ISBN: 978-3-319-27695-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics