Hostname: page-component-78c5997874-4rdpn Total loading time: 0 Render date: 2024-11-13T00:38:50.079Z Has data issue: false hasContentIssue false

Non-Digital Game Playing by Older Adults*

Published online by Cambridge University Press:  22 June 2017

W. Ben Mortenson*
Affiliation:
Department of Occupational Science and Occupational Therapy, University of British Columbia (UBC) International Collaboration on Repair Discoveries (ICORD), UBC Faculty of Medicine and Vancouver Coastal Health (VCH) Research Institute Rehabilitation Research Program, VCH Research Institute
Andrew Sixsmith
Affiliation:
Department of Gerontology, Simon Fraser University AGE-WELL Network of Centres of Excellence STAR Institute, Simon Fraser University
David Kaufman
Affiliation:
Department of Gerontology, Simon Fraser University Faculty of Education, University Faculty of Health Sciences, Simon Fraser University
*
La correspondance et les demandes de tire-à-part doivent être adressées à : / Correspondence and requests for offprints should be sent to: W. Ben Mortenson, Ph.D. University of British Columbia Department of Occupational Science and Occupational Therapy T-325-2211 Wesbrook Mall Vancouver, BC, V6T 2B5 <ben.mortenson@ubc.ca>

Abstract

Research on video games’ effect on cognition and behaviour has been extensive, yet little research has explored non-digital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (≥ age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults. Older adults play for fun, but also to help maintain their cognition. Regression analyses indicated various socio-demographic factors – age, education, gender, and race – were independently associated with perceived benefits from game playing. The results thus emphasize the importance of non-digital game playing in this population and suggest that efforts to facilitate game playing may improve social interactions and quality of life.

Résumé

Les jeux sont une activité de loisirs importante qui peut contribuer à la qualité de vie et à l’interaction sociale. Bien qu’il y ait eu de nombreuses recherches sur les effets des jeux vidéo sur la cognition et le comportement, peu de recherches ont exploré des formes non-numériques de jeu qui ne nécessitent pas l’utilisation d’ordinateurs ou de systèmes de jeu, en particulier parmi les personnes âgées. Dans le cadre d’un plus grand sondage sur le jeu, 886 répondants masculins et féminins (≥ 55 ans) ont rempli des questionnaires sur jouant de jeux non-numériques. Les objectifs de l’étude étaient de déterminer les avantages perçus de jouer à jeux non-numériques, ainsi que de déterminer les facteurs socio-démographiques prédictifs des bénéfices perçus. Les résultats de l’enquête indiquent que jouant des jeux non-numériques est courant chez les personnes âgées (73% des répondants). Pour la plupart, les jeux sont de nature sociale: les adultes plus âgés jouent pour s’amuser, mais aussi pour aider à maintenir leur connaissance. Les analyses de régression ont indiqué que divers facteurs socio-démographiques, y compris l’âge, l’éducation, le genre et la race, étaient indépendamment associés aux avantages perçus des jeux. Les résultats soulignent donc l’importance de jouer à jeux non-numériques dans cette population, et suggèrent que les efforts visant à faciliter ces jeux peuvent améliorer les interactions sociales et la qualité de vie.

Type
Articles
Copyright
Copyright © Canadian Association on Gerontology 2017 

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Footnotes

*

Personal financial support was provided for the first author (WBM) by a Banting post-doctoral fellowship, and by a Canadian Institutes of Health Research (CIHR) New Investigator Award. This project was funded by a grant from the Social Sciences and Humanities Research Council of Canada (Research Study 2012s0689) obtained by the third author (DK).

References

Agahi, N. & Parker, M. G. (2005). Are today’s older people more active than their predecessors? Participation in leisure-time activities in Sweden in 1992 and 2002. Ageing and Society, 25(06), 925941. doi:https://doi.org/10.1017/S0144686X05004058 Google Scholar
Agresti, A., & Kateri, M. (2011). Categorical data analysis. In Lovric, M. (Ed.), International Encyclopedia of Statistical Science (pp. 206208). Berlin, DEU: Springer Berlin Heidelberg. doi:10.1007/978-3-642-04898-2_161 Google Scholar
Allaire, J. C., Collins McLaughlin, A., Trujillo, A., Whitlock, L. A., LaPorte, L., & Gandy, M. (2013). Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamers. Computers in Human Behavior, 29, 13021306. doi:10.1016/j.chb.2013.01.014 CrossRefGoogle Scholar
Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., … Gazzaley, A. (2013). Video game training enhances cognitive control in older adults. Nature, 501(7465), 97101. doi:10.1038/nature12486 CrossRefGoogle ScholarPubMed
Ball, V., Corr, S., Knight, J., & Lowis, M. J. (2007). An investigation into the leisure occupations of older adults. The British Journal of Occupational Therapy, 70(9), 393400. doi:10.1177/030802260707000905 Google Scholar
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy videogame attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765777. doi:10.1037/a0013494.Can Google Scholar
Bay-Hinitz, A. K., Peterson, R. F., & Quilitch, H. R. (1994). Cooperative games: A way to modify aggressive and cooperative behaviors in young children. Journal of Applied Behavior Analysis, 27(3), 435446. doi:10.1901/jaba.1994.27-435 CrossRefGoogle Scholar
Bronikowska, M. A., Bronikowski, M., & Schott, N. (2011). “You think you are too old to play?” Playing games and aging. Human Movement, 12(1), 2430. doi:10.2478/v10038-010-0030-2 Google Scholar
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661686. doi:10.1016/j.compedu.2012.03.004 CrossRefGoogle Scholar
Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43, 20722082. doi:10.1016/j.paid.2007.06.021 Google Scholar
Cozijnsen, R., Stevens, N. L., & Van Tilburg, T. G. (2010). Maintaining work-related personal ties following retirement. Personal Relationships, 17(3), 345356. doi:10.1111/j.1475-6811.2010.01283.x Google Scholar
Depp, C., Vahia, I. V., & Jeste, D. (2010). Successful aging: Focus on cognitive and emotional health. Annual Review of Clinical Psychology, 6, 527550. doi:10.1146/annurev.clinpsy.121208.131449 CrossRefGoogle ScholarPubMed
Gerling, K. M., Schulte, F. P., & Masuch, M. (2011). Designing and evaluating digital games for frail elderly persons. In Proceedings from ACE ’11: the International Conference on Advances in Computer Entertainment Technology. New York, NY: ACM. doi:10.1145/2071423.2071501 Google Scholar
Gillies, V. (2007). Marginalized mothers: Exploring working-class experiences of parenting. New York, NY: Routledge.Google Scholar
Hoppes, S., Wilcox, T., & Graham, G. (2001). Meanings of play for older adults. Physical and Occupational Therapy in Geriatrics, 18(3), 5768. doi:10.1080/J148v18n03_04 Google Scholar
Ijsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007). Digital game design for elderly users. Proceedings from Future Play ’07: The 2007 Conference on Future Play, 1722. New York, NY: ACM. doi:10.1145/1328202.1328206 Google Scholar
Jopp, D. S., & Hertzog, C. (2010). Assessing adult leisure activities: An extension of a self-report activity questionnaire. Psychological Assessment, 22(1), 108120. doi: 10.1037/a0017662 Google Scholar
Kaufman, D., Sixsmith, A., Sauvé, L., Renaud, L, & Duplàa, E. (2013). Using digital games to enhance older adults’ cognitive skills and social lives. In Herrington, J., Couros, A., & Irvine, V. (Eds.), Proceedings of EdMedia: World Conference on Educational Media & Technology, 228233. Association for the Advancement of Computing in Education (AACE).Google Scholar
Maillot, P., Perrot, A., & Hartley, A. (2012). Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and Aging, 27(3), 589600. doi:10.1037/a0026268 Google Scholar
Marken, D.M. (2005). One step ahead. Activities, Adaptation, & Aging, 29(4), 6984. doi:10.1300/J016v29n04_05 Google Scholar
Nimrod, G. (2007). Expanding, reducing, concentrating and diffusing: Post retirement leisure behavior and life satisfaction. Leisure Sciences, 29, 91111. doi:10.1080/01490400600983446 Google Scholar
Neuendorf, K.A. (2002). The content analysis guide book. Thousand Oaks, CA: Sage.Google Scholar
Neugarten, B. L. (1974). Age groups in American society and the rise of the young-old. Annals of the American Academy of Political and Social Science, 415(1), 187198. doi:10.1177/000271627441500114 Google Scholar
O’Brien Cousins, S., & Witcher, C. (2007). Who plays bingo in later life? The sedentary lifestyles of “little old ladies”. Journal of Gambling Studies, 23, 95112. doi:10.1007/s10899-006-9030-8 Google Scholar
Outley, C. W., & McKenzie, S. (2007). Older African American women: An examination of the intersections of an adult play group and life satisfaction. Activities, Adaptation & Aging, 31(2), 1936. doi:10.1300/J016v31n02_02 Google Scholar
Pearce, C. (2008). The truth about baby boomer gamers. A study of over-forty computer game players. Games and Culture, 3(2), 142174. doi:10.1177/1555412008314132 Google Scholar
Ramani, G. B., & Siegler, R. S. (2008). Promoting broad and stable improvements in low-income children’s numerical knowledge through playing number board games. Child Development, 79(2), 375394. doi:10.1111/j.1467-8624.2007.01131.x Google Scholar
Richman, L., Kubzansky, L.D., & Maselko, J. (2005). Positive emotion and health: Going beyond the negative. Health Psychology, 24(4), 422429. doi:10.1037/0278-6133.24.4.422 Google Scholar
Spence, I., & Feng, J. (2010). Video games and spatial cognition. Review of General Psychology, 14(2), 92104. doi:10.1037/a0019491 Google Scholar
Suits, B. (1967). What is a game? Philosophy of Science, 34(2), 148156. http://www.jstor.org/stable/186102 Google Scholar
Verghese, J., Lipton, R. B., Katz, M. J., Hall, C. B., Derby, C. A., Kuslansky, G., … Buschke, H. (2003). Leisure activity and the risk of dementia in the elderly. New England Journal of Medicine, 348, 2508–16. doi:10.1056/NEJMoa022252 CrossRefGoogle ScholarPubMed
Wuensch, K. L. (2011). Chi-square tests. In International Encyclopedia of Statistical Science (pp. 252252). Heidelberg, DEU: Springer-Verlag Berlin Heidelberg. doi: 10.1007/978-3-642-04898-2_173 Google Scholar
Yarnal, C., & Qian, X. (2011). Older-adult playfulness. An innovative construct and measurement for healthy ageing research. American Journal of Play, 4(1), 5279.Google Scholar