2013
DOI: 10.1089/cyber.2012.0705
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Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old

Abstract: Casual video games (CVGs) are becoming increasingly popular among middle-aged and older adults, yet there are few studies documenting why adults of different ages play these games, what benefits they perceive, and how regularly they play. The present study compared the online survey responses of 10,308 adults ranging from 18 to 80 years of age to questions regarding PopCap's popular free online game, Bejeweled Blitz (BJB). All respondents cited playing against friends as their main reason for playing. However,… Show more

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Cited by 61 publications
(41 citation statements)
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“…These findings underscore previous reports that puzzle games are the preferred game genre of older adults and the easiest to interact with [40]. …”
Section: Discussionsupporting
confidence: 86%
“…These findings underscore previous reports that puzzle games are the preferred game genre of older adults and the easiest to interact with [40]. …”
Section: Discussionsupporting
confidence: 86%
“…McLaughlin et al (2012) also found that players experienced flow states; benefits such as self-esteem, social interaction, challenge, and achievement were identified in their players' recorded comments during gameplay but were not formally measured. Based on an online survey of players of one casual video game, Whitbourne, Ellenberg, and Akimoto (2013) reported that gamers of all ages played primarily for social reasons, and older adults said that gameplay helped them to improve their visual and spatial skills and their response time. De Schutter and Malliet (2014) identified cognitive and social connectedness needs as two of five types of gameplay motivation identified by older adults but could not directly relate these to the types of satisfaction that their subjects described.…”
Section: Perceived Gameplay Benefits and Costsmentioning
confidence: 99%
“…Research suggests that individuals often seek out video games because of the expectation that video game play reduces stress (Whitbourne, Ellenberg, & Akimoto, 2013) and regulates the player's emotions (Olson, 2010). Research suggests that individuals often seek out video games because of the expectation that video game play reduces stress (Whitbourne, Ellenberg, & Akimoto, 2013) and regulates the player's emotions (Olson, 2010).…”
mentioning
confidence: 99%
“…Study 2 addressed the emotional consequences of playing video games. Research suggests that individuals often seek out video games because of the expectation that video game play reduces stress (Whitbourne, Ellenberg, & Akimoto, 2013) and regulates the player's emotions (Olson, 2010). Some studies (e.g., Bowman & Tamborini, 2015;Russoniello, O'Brien, & Parks, 2009) do find that playing preferred video games has a positive impact on the player's mood.…”
mentioning
confidence: 99%