2009
DOI: 10.1089/cpb.2009.0013
|View full text |Cite
|
Sign up to set email alerts
|

Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience

Abstract: In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released "brain-training" games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2 x 2 mixed factorial design (age group: young and old x game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field st… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

2
36
0

Year Published

2009
2009
2023
2023

Publication Types

Select...
5
2
2

Relationship

1
8

Authors

Journals

citations
Cited by 56 publications
(39 citation statements)
references
References 18 publications
2
36
0
Order By: Relevance
“…If we assume that we can accurately assess flow with the GEQ (IJsselsteijn, et al, 2008;Nacke, Nacke, & Lindley, 2009), then it is supported in our study to be related to positive emotion as indexed by physiological responses. A caveat of this study is that it was focused on male hardcore gamers only and thus it might be hypothesized that these results are only valid for this target group.…”
Section: Discussion and Future Worksupporting
confidence: 67%
“…If we assume that we can accurately assess flow with the GEQ (IJsselsteijn, et al, 2008;Nacke, Nacke, & Lindley, 2009), then it is supported in our study to be related to positive emotion as indexed by physiological responses. A caveat of this study is that it was focused on male hardcore gamers only and thus it might be hypothesized that these results are only valid for this target group.…”
Section: Discussion and Future Worksupporting
confidence: 67%
“…Because of age-related effects on cognitive abilities such as the participant's attention span, the original version of the questionnaire was not suitable due to its length. Based on considerations for the development of a Kids GEQ [23] as well as suggestions regarding the reduction of the GEQ to be used among active seniors [21], a short version of the questionnaire was used to at least screen the above mentioned dimensions. Furthermore, one item of the ISONorm Questionnaire 9241/10 which aims to further examine the usability of the game was introduced in combination with an additional item investigating the accessibility of movements which are required to play the game.…”
Section: Methodsmentioning
confidence: 99%
“…2 Cognitive vitality is essential for healthy aging, and educational games could potentially support and enhance the aging brain. In fact, educational games are already played and are becoming popular among older people, 3 and studies trying to capture and reflect the motivational aspects facilitating older people's engagement with digital games are progressively increasing. Some authors 4 speculate that it is possible that there is an overlap between the motivations of older people to play digital games and those of young adults, although seniorspecific lifetime experiences, world knowledge, and age-related changes in perception, cognition, and motor control are likely to have an influence on specific gaming preferences, motivations, and needs.…”
Section: Introductionmentioning
confidence: 99%