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Background: The use of video games has shown benefits for the ageing population. This paper studies the cognitive effects of video games on the elderly, as well as these effects on self-concept and quality of life. The mediator effect of self-concept is also evaluated. The instruments used are the Cognitive Subscale of Alzheimer's Disease Assessment Scale (ADAS-Cog), the Clinical Inventory of Self-Concept (ICAC) and the World Health Organisation Quality of Life Questionnaire (WHOQOL-bref). Methods: The study involved the participation of 43 elderly people distributed between three experimental conditions (15 used video games, 17 relaxation and 11 had no intervention). There were two periods of assessment, before the intervention and after 8 weeks. Results: It was found that the participants who used video games showed a decline in cognitive deterioration, unlike the control groups. The self-concept measure deteriorated signifi-cantly under relaxation condition and on the passive control group. The quality of life test did not show any differences. Nor were any correlations found between the time of use of video games and larger effects. The mediator effect of self-concept on differences obtained in the ADAS-Cog (r =0.57, p = 0.014) and in the ICAC (r =-0.47, p= 0.039) was confirmed. Conclusions: In summary, the results show that the use of video games leads to the improvement of cognitive functioning in the elderly and to the maintenance of self-concept and quality of life. The results also suggest that the higher the self-concept, the better the cognitive effects achieved.
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Proc. 7
th
ICDVRAT with ArtAbilitation, Maia, Portugal, 2008
©2008 ICDVRAT/University of Reading, UK; ISBN 07 049 15 00 6
191
Cognitive effects of videogames on older people
A Torres
Faculty of Medicine, University of Porto, 4200-319 Porto, PORTUGAL
Department of Communication and Art, University of Aveiro,
3810-193 Aveiro, PORTUGAL
anatorres@ua.pt
ABSTRACT
In these days the percentage of older people in the population is growing worldwide. It is
therefore urgent to decrease the morbidity resulting from biopsychosocial losses associated
with old age. The preservation and recovery of cognitive functions and of physical,
psychological and social autonomy are provided through new mental and physical activities.
As have other activities, the use of video games has shown benefits for this ageing population,
in particular at the cognitive level. Although there are only few studies which studied this
videogames’ application. In this study we studied the cognitive effects of videogames on the
elderly people. And we also studied these effects on self-concept and on the quality of life. The
instruments used are the Cognitive Sub-scale of Alzheimer’s Disease Assessment Scale, the
Clinical Inventory of Self-Concept and the WHOQOL-Bref. The study involved the
participation of 43 elderly people distributed between 3 experimental conditions (n = 15 used
videogames, n = 17 relaxation and n =11 had no intervention). There were two moments of
assessment, before the intervention (Pre-test) and after eight weeks of it (Post-Test). Old
people shows to be able to use videogames as well as to like to use it. Although they faced
some difficulties using key board and mousse. They show to prefer games without time
challenge and without fast and exact movements. They also show to prefer videogames with a
real story behind the play activity. It was found that the videogames participants showed a
decline in cognitive deterioration from the pre to post intervention tests (t (14) = 3,505, p =.
003, r = .68), unlike the control groups. The self-concept deteriorated up significantly under
relaxation condition (t (16) = 2.29, p = .036, r = .50) and on passive control group (t(10) =
3.44, p = .006, r = .74). The quality of life did not show any differences from the start to the
end of the study. Nor were any correlations found between the time of use of videogames and
larger effects. The mediator effect of self-concept on differences obtained in the ADAS-Cog
(rS = .57, p = .014) and in the ICAC (rS = -.47, p = .039) was confirmed. In sum, the results
show that the use of videogames leads to the improvement of cognitive functioning and to the
maintenance of the self-concept and the quality of life of elderly people. They also suggest that
the higher the self-concept, the better are the cognitive effects achieved.
1. INTRODUCTION
The improvements of hygienic conditions and medical knowledge led to the individual aging enlarge. The
twenty-first century are even called of the aging century, because it is characterized by the abrupt increase in
the proportion of elderly population.
United Nations (2001) expects that in 2050 the elderly population will represent 15.6% of the world
population against 21% of young adults.
It is consensual that elderly population is more vulnerable to bio psychosocial losses, despite the fact that
the aging process is very heterogeneous. At a physiological point of view, every system can reflect their
organs aging. There are several changes in the nervous system: neurotransmitters levels changes, the brain
atrophy, neuronal cells modifications, oxygen and blood flood decrease (Kaplan and Grebb, 1997). There is
even evidence that the brain atrophy is linked to age-related cognitive decline (Albert and Killianny, 2001).
And the age-related cognitive decline (especially the moderate decline) is related to psychological symptoms
as clinical depression (e.g., Forsell, Jorm and Winblad, 1994), low self-concept and quality of life. The rest of
the related aging losses also contribute to these psychological symptoms. These losses are especially social
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losses. During the aging process elderly people lost significant others. These losses are related to deaths, to
the end of professional relationships and to the distance of others (which is more difficult to overcome)
(Giddens, 1997). Consequently, older people are submitted to a loss of social support. And these losses are
intensified by ageism (the word Ageism was created by Butler (2005) based on words to designated
discrimination against black people (racism) and against women (sexism). It is related to prejudices against
older people).
Regarding cognitive decline, many studies have demonstrated that certain cognitive functions diminish
with increasing age. Information processing speed is compromised, as is memory, verbal fluency, efficient
consolidation on newly learned information and executive functions such planning and behavioural
organization (Hooren et al, 2007).
At the same time, several studies argue that Information and Communication Technologies (ICT) have
benefits to the older people. It is argued that TIC can improve social support (e.g. Wright, 2000; White et al,
1999), cognitive functioning (e.g. Bond, et al, 2001), quality of life (e.g., Leung and Lee, 2005; McConatha,
McConatha and Drmigny, 1994) and diminish depressive symptoms (e.g. Whyte and Marlow, 1999). There
are also studies that refer the benefits of videogames, which are specific ICT instruments. Visual
improvement (Green and Bavelier, 2006, 2007; Risenhuber, 2004), spatial visualization (Subrahmanyam and
Greenfield, 1994), reaction time (Bialystok, 2006), visuo-motor coordination (Griffith et al, 1983) and quality
of life (Leung and Lee, 2005) are some of the benefits verified. The videogames’ studies with older people
verified several benefits too, although there is only few studies until now. The benefits achieved with
videogames by older people are: reaction time(e.g., Dustman et al, 1992; Clark, Lanphear and Riddick, 1987;
Goldstein, 1997); cognitive functioning (Farris et al,1994), intelligence (Drew and Waters, 1986), visuo-
motor coordination (Drew and Waters, 1986), attention and concentration (Weisman, 1983), self-esteem and
quality of life (McGuire, 1984; Goldstein, 1997). Green and Bavelier (2006) adverts that a massive increase
in the amount of dopamine released in the brain was indeed observed during video game play, in particular in
areas thought to control reward and learning. They also adverts that the role of this surge in dopamine and its
implications are not currently well known, but work in rats suggests that dopamine may be important in the
modification of the brain following perceptual training.
The aim of this work is to test the acceptance of videogames of older people and their ability to use it.
Our purpose is also to identify the factors which contribute to their acceptance level. Simultaneously we will
evaluate the cognitive effects of the videogames use on older people, as well as, the effects on their self-
concept and quality of life. We also evaluate the mediator effect of self-concept on cognitive results
achieved. We believe that older people are able to use videogames and that instruments have beneficial
effects to them. We expect that higher the self-concept higher will be the beneficial effects.
2. METHOD
2.1 Sample
Participants were 43 people (10 man and 33 woman). They are all Portuguese and belongs to a residential
homes to older people (26 are resident, 8 are daily frequent and 9 are activities frequenters). Mean age of
78.33 (SD= 8.002, min=65, max=93).
Participants presented the following inclusion criteria: 65 years old or more, inexistence of aphasia,
hearing and visual severe deficits or behavioural and perceptual disorders. They maintained the
psychopharmacological therapy during the experiment period and before two months of its beginning. All of
them gave their informed consent. The study followed the ethical standards of the American Psychological
Association (APA, 2001).
On the beginning of the study we randomised the participants for 2 groups: experimental group (with
videogames) and control group (with relaxation sessions). Although, some of them could not participate in
the 2 kinds of activities, so we opted for to have 3 groups: experimental group (videogames – n=15), active
control group (relaxation sessions, n=17) and passive control group (without experimental treatment, n=11).
There is not significant statistical differences between the 3 sample groups regarding the age (F=.340,
p=.714), the sexual genre (χ2(2)=4.38, p>.50), the education level (χ2(6)=5.5, p>.50), the previous
occupational area (χ2(12)=20.74, p>.50) and the marital status (χ2(8)=4.47, p>.50).
2.2 Instruments
2.2.1 Measures. There are 2 evaluation stages: pre and post-tests. Each stage encloses different instruments
full-fill. The instruments used are: a demographic questionnaire (age, occupational area, educational level,
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marital status, physical and emotional disorders, medication and time of use); the cognitive part of the
Alzheimer Disease Assessment Scale – ADAS-Cog (Rosen and Mohs, 1984; Portuguese version: Guerreiro,
2003); The clinical self-concept inventory – ICAC(Vaz-Serra, 1986); The World Health Organization
Quality of Life Questionnaire – WHOQOL (WHOQOL Group, Portuguese Version: Vaz-Serra et al, 2006).
In the first assessment the participants also full-filled the consent form and in the final assessment they
answered to questions about the sessions satisfaction and about the occurrence of life parallel major
problems. The instruments used showed good psychometric characteristics in our sample. The most
important psicometric characteristic in our study (a pre and post test design) is the test-retest correlation,
which is high in ADAS-Cog (r=.83, p=.000), in ICAC (r=.75, p=.000) and lower in the WHOQOL-Bref
(rS=.55, p=.000).
2.2.2 Intervention Sets.
2.2.2.1 Videogames. The videogames was selected based on their cognitive stimulation capacities. We opted
to use causal games because they involve very simple rules and play techniques, making them easy to learn
and play (IGDA, 2006). Participants of the experimental group are submitted to 8 videogames sessions (one
weekly). It was selected 7 videogames after we use several videogames with a pilot-participant: QBeez,
Supper Granny 3, ZooKeeper, PenguinPush, Bricks, Pingyn and memory games. The QBeez game was
referred by Nicole Lazaro (2006) as being a game with emotional capacities and subsequently with capacity
to develop a high interest level on users. In our opinion this games can improve the attention-concentration,
the processing speed, the procedural tasks, the work memory and gnosis. The Supper Granny 3 game
involves the resolution of problems and consenquently the attention-concentration, processing speed, the
executive functions, the work memory and the spatial orientation. The Zookeeper seems to be able to
stimulate attention-concentration, processing speed, the procedural tasks, the work memory, gnosia, and
temproral orientation (because it has time challenging). PeguinPush seems able to stimulate attention-
concentration, processing speed, spatial orientation and executive functions. Bricks were widely referred for
being an exercise of knowledge of physic. We believe that it can exercise the attention-concentration, the
processing speed, the procedural tasks and the work memory. Pingyin can improve attention-concentration,
process speed, working memory, the procedural tasks and temporal orientation. The memory games can
improve memory functions and also attention-concentration, process speed, gnosia and temporal orientation
(in which there is time challenge).
2.2.2.2 Relaxation Session. The active control group was submitted to 8 relaxation sessions (one per week).
The relaxation method used was the Jacobson’s progression muscular relaxation training.
2.2 Procedures
After the videogames selection we try them in a pilot-participant, who selected the definitive 7 videogames
which are the most adequate to his use. The participant-pilot was similar characteristics to the 43 study
participants (the inclusion criterions). We also take advantage of his participant-pilot pre-study to test all the
procedures to comply with during the assessment and intervention session. Then we selected the study
participants through the clinical files analysis to confirm the inclusion criteria. After this selection we did a
first interview in which the general aim of the study was introduced (to study the older people in two
activities – we opted for being very general in the purposes presentation in order to avoid induce a bias of
participants’ behaviour (Hawthorne Effect))
and was full-filled the measures (Pre-Test). Then we randomised
the participants by the experimental conditions.
During 8 consecutive weeks the participants was submitted
to the experimental conditions (videogames or relaxation sessions). And finally, we did a last interview to
fulfill the second assessment of the measures (Post-Test) and to evaluate how the participants feel about the
experiment and also to know if there are some life events relevant during the experiment period.
It is important to remark that as the participants did not have computer literacy, we had to do training on
the beginning of the first session. The training consists on an introduction of the mouse and keyboard
functioning and it was a duration of approximated 5 minutes (depend on the participant acquisition
satisfaction).
In the first videogame session it was also presented all games to the participants, who can choose which
they would which to play. In the following sessions we asked if they want to see all the games again or if
they know which they wish to play already.
In all videogames’ sessions the participants didn’t have a period limited to use the games, they can use it
how long they wish. During the sessions we give them reinforcements (“Well done”) and prompts (“Ok, lets
see what you have to do now, you will find out.”).
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3. RESULTS
3.1 Quantitative Results
In the experimental condition (videogames condition), participants presented greater cognitive deterioration
at the pre-test assessment (M=17.60, SD=7.68) than at the post-test assessment (M=14.20, SD=5.98). This
difference was a statistical significant decrease at ADAS-Cog
1 (t(14)=3.505, p=.003, r=.68). And this effect
is high, because it explains 46% of the total variance. In opposition, participants at the control conditions
presented a non significant increment (see table below).
Table 1. Pre and Post-Tests ADAS-Cog Results at each condition.
Videogames Group Active Control Group Passive Control Group
Mean D.F.. St. D.
Mean D.F.. St. D.
Mean D.F.. St. D.
ADAS
17,60
14
7,68
18,24
16
7,96
17,18
10
7,73
ADAS_pos
14,20
14
5,98
19,94
16
9,22
19,82
10
13,26
t-test
3,505(*)
-1,69
-1,28
p
.003
,109
,230
* significant at the 0.05 level
Table 2. Pre and Post-Tests ICAC Results at each condition.
Videogames Group Active Control Group Passive Control Group
Mean
D.F.
St. D.
Mean
D.F.
St. D.
Mean
D.F.
St. D.
ICAC
71,93
14
6,16
72
16
6,48
73,45
10
4,91
ICAC_pos
71,47
14
5,97
69,29
16
6,82
69
10
7,5
t-test
,49
2,29(*)
3,44(*)
P
,64
,036
,006
* significant at the 0.05 level
Table 3. Pre and Post-Tests WHOQOL-Bref Results at each condition.
Videogames Group Active Control Group Passive Control Group
N
Mean
Rank
Sum of
Ranks N
Mean
Rank
Sum of
Ranks N
Mean
Rank
Sum of
Ranks
Negative
Ranks
6,00
30,00
11ª
7,45
82,00
3,00
6,00
Positive
Ranks
5
b
5,00
25,00
3
b
7,67
23,00
3
b
3,00
9,00
Ties
5
c
3
c
6
c
Quality of Life G post -
Quality of Life G pre
Total
15
17
11
Z
Wilcoxon Signed Ranks Test
-,262
d
-1,934
d
-,447
d
Asymp. Sig. (2-tailed)
,794
,053
,655
a. Quality of Life G post < Quality of Life G pre
b. Quality of Life G post > Quality of Life G pre
c. Quality of Life G post = Quality of Life G pre
d. Based on positive ranks.
1
At the ADAS-Cog, lower the total result, lower the cognitive deterioration level.
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©2008 ICDVRAT/University of Reading, UK; ISBN 07 049 15 00 6
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Regarding the results achieved with ICAC, it was verified a decrease of self-concept in all the conditions,
although the videogames conditions was not a significant decrease. In respect to quality of life, there wasn’t
any significant statistical differences (See Table 3). Differences between pre and post tests of the measures
used in our study didn’t showed to be significantly correlated to the time of use of videogames as we can see
in the Table 4 below.
Table 4. Correlation between time of use of videogames and differences achieved in dependent variables.
Dif. ADAS Dif. ICAC
Dif. WHOQOL
Time of Use
Correlation
-.130
a
.071
a
,334
b
Sig. (1-tailed)
,257
,362
,112
N
15
15
15
a. Spearman Correlation
b. Pearson Correlation
The results obtained in our study confirm that there is a positive correlation between the initial ICAC overall
result and the differences achieved at ADAS and ICAC. There is not however a significant correlation with
the results of the WHOQOL.
Table 5. Correlation between Initial Self-concept and differences achieved at the Dependent Variables
Dif. ADAS Dif. ICAC
Dif. WHOQOL
ICAC_Total
Correlação
,566(*)
a
-,469(*)
a
,234
b
Sig. (1-tailed)
,014 ,039 ,201
N
15 15 15
a. Spearman Correlation
b. Pearson Correlation
The statistical tests also allow us to assure that the demographic variables didn’t interfere in the differences
achieved. Sex genre do not influence the differences achieved at ADAS-Cog (U=148, p>.05), at ICAC
(U=165, p>.05) and at WHOQOL (U=155, p>.05). The educational level also didn’t influence the results
achieved at ADAS-Cog (H(3)=.62, p>.05), at ICAC (H(3)=3.45, p>.05) and at WHOQOL-Bref (H(3)=2.5,
p>.05). Neither did the previous occupational area: ADAS-Cog (H(6)=5.78, p>.05), ICAC (H(6)=1.64,
p>.05) and WHOQOL-Bref (H(6)=4, p>.05). As well as, the marital status didn’t influence the results:
ADAS-Cog (H(4)=4.37, p>.05), ICAC (H(4)=3.14, p>.05) and WHOQOL-Bref (H(4)=8.28, p>.05). Age
didn’t show any influence on the differences achieved at ADAS-Cog (rs=-.2, p>.05), at ICAC (rs=.04, p>.05)
and at WHOQOL-Bref (r=-.1, p>.05).
3.1 Qualitative Results
During the experiment we registered also qualitative observations data.
The answers obtained to the final questionnaire, regarding participants satisfaction with sessions, show us
that only one participant thinks that a part of the session are not very adequate to his cognitive skills (ADAS-
cog tasks). He thinks that it is to people with worse cognitive difficulties. It was explained that the tasks have
to be the same for all participants despite the cognitive skills (because it is a scientific study). The other
participants think that the sessions was adequate.
We also observed that 2 women didn’t want to participate in videogames sessions even before to see it.
One did not want because she never had liked games, even traditional ones. The other women never had liked
any kind of machines.
We observed that all of the videogames participants are able to use the computer after a brief introduction
of use (5 minutes). Despite that their majority feels initially anxious about the computer use. Before the
computer use they said that they are not able to do it and similar sentences. During the videogames use,
participants expressed them self with sentences as “It is very funny!”, “Can you give me this to put in my
grandchild computer to allow me to play more?” and “This is really a good entertainment!” During the use it
was also observed another kind of contentment expressions as laughter, especially when they achieve the
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ICDVRAT with ArtAbilitation, Maia, Portugal, 2008
©2008 ICDVRAT/University of Reading, UK; ISBN 07 049 15 00 6
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videogames purposes. Although we observed that they faced some limitations on computer use. They do not
feel very confident in mouse and keyboard use, so they use it low and sometimes it is hard to them see the
cursor.
It was interesting to observe that some videogames are more chosen than other. In Table 6 below we
present a decreasing list of videogames preferences. The last three was equally chosen by the participants.
Table 6. Videogames Used by decreasing order
QBeez
Super Granny 3
Memória
Pingyin
Zoo Keeper Bricks Penguin Push
Regarding this observation the first two games are played without time challenge. The memory games chosen
by participants are all without time challenge too. They demonstrated very interest for the Pingyin, because it
is a videogame about the climate current world problems, but they give up to use it because they could not
handle with the time challenge. Zookeeper has the time challenge difficult too and does not elicit as much
interest as Pingyin did. Participants shows difficult to handle with the precision and fast of the movements.
Despite they can manipulate the Penguin Push, they feel a little boring during its use.
It was also observed that some participants complained about excessive tears in the eyes during the game
playing.
4. CONCLUSIONS
The results achieved in this study supports that older people are able to use computers and that the
videogames use can improve their cognitive skills. The results also supports that the videogames use
maintain the self-concept and the quality of life of older people. Although it does not support that if older
people play it during more time they can achieve better results. It seems, however, that when they have
higher self-concept, they can achieve more cognitive improvements.
Our results are according the previous studies regarding cognitive effects of videogame playing by older
people. We believe that if the intervention period was extended (longer than 8 weeks), the improvements
would also have higher influence on the self-concept and quality of life.
We also observed that women show fewer predispositions for videogames playing than men as it is
widely found. Any man refused to try videogames, in opposite to two women.
Despite the ability of older people to computer use, they have some anxiety about it and there is some
interface limitations to this population too. We believe that it is necessary to demystify the prejudices about
aging and about the use of computers by older people, in order to reduce the anxiety verified. At the same
time it is necessary to improve ICT design to adequate it to this population. We think they would benefit with
tangible interfaces as touch screens or Wii equivalents. We also think that they avoid videogames with very
fast and precise movements and with time challenge. We think that our qualitative results also let us to
conclude that they prefer videogames with a real and meaning story behind it.
We can not retire any conclusion about the tears effect observed, because we do not have how to know if
it is related to the therapeutic visual effects referred (e.g. Green and Bavelier, 2007) or, in the other hand, if it
is just related to a visual effort to see the videogames interfaces. This would be object of future research.
Our study would be better if we have a bigger sample, although it has already more than the previous
ones. We hope that this study can have practical implications in older people daily living and in future
research.
Acknowledgements: We want to acknowledge to all the volunteer participants and to their institutions.
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... Likewise, none of these studies used a graphic adventure (i.e., a video game with a narrative thread where the protagonist interacts with the environment and other characters), even though older people tend to prefer this type of video game. 17 Some studies had dropout rates of up to 25%, despite the lack of adherence to cognitive-behavioral interventions limiting their effectiveness. 18 Finally, none of these studies combined the video game with a complementary mobile app, which could enhance generalization of skills learned in the game to real life. ...
... Lastly, the type of video game, one with a meaningful storyline, is usually preferred by older adults over other video games that require very fast and precise movements and include an element of time challenge. 17 The setting, Camino de Santiago, encourages participants to identify with significant cultural, geographical, and historical elements, contributing to the player's immersion in the experience and enhancing meaningful learning. 45 In relation to the effect of the intervention, a significant improvement in perceived health was found in the intervention group between the pre-and post-intervention time points on General Health, Physical Functioning, Vitality, Social Functioning, and Mental Health and a significant decline in the CG on Physical Pain, Physical Role, Vitality, and Social Functioning. ...
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Background: Due to the accessibility barriers of in-person programs for active aging, the development of programs that use innovative technologies is needed. Video games can be an engaging tool for disseminating active aging interventions. Objective: The objective of this pilot study was to analyze the feasibility of a cognitive–behavioral intervention to promote active aging administered through a video game. Methods: Fifty-five participants (63.6% women, mean age =53.0 years) were randomly assigned to a cognitive–behavioral intervention to promote active aging administered through an interactive multimedia online video game with a complementary app (CBI-V; n=29) or to a control group that received nonspecific online information (CG; n=26). Results: Only 3.6% of the participants dropped out of the study (6.9% in CBI-V and 0.0% in CG; without significant differences between groups). The mean number of modules completed was 7.6 (SD=0.9) out of 8 in the CBI-V and 7.9 (SD=0.5) in the control group (CG), without significant between-group differences. In the CBI-V, the mean total time dedicated to the game was 516.8 min (SD=94.3), including 143.2 min (SD=31.6) of cognitive training tasks, and the mean of completed tasks was 206.2 (SD=33.7) out of 259. Participants were highly engaged (M=39.9, SD=8.6) and satisfied (M=25.8, SD=4.5) with the intervention. After the intervention, the CBI-V group significantly improved on SF-36 dimensions of General Health (p=.0386), Vitality (p=.0283), Social Functioning (p=.0130), and Physical Summary Index (p=.0370) compared to the CG, with medium effect sizes (d=0.56–0.75). Conclusions: The results demonstrate the feasibility of the video game intervention to promote active aging and encourage conducting a large-scale randomized controlled trial.
... The interaction is by means of a traditional graphic workstation with a monitor display, keyboard, and mouse Attention was the most frequent function of cognitive well-being among the studies, applied in in-car AR system simulators (n = 4), 82,83,124 AR games (n = 2), 117,125 desktop VR-based games (n = 2), 106,126 and motion-based exergames (n = 2). 98,104 Spatial ability (n = 7) studies applied AR and VR types, including handheld AR system (n = 2), 94,95 developed AR-based 3D system (n = 2), 90,105 immersive and non-immersive system (n = 1), desktop VR-based game (n = 1), and motion-based exergame (n = 1). ...
... 98,104 Spatial ability (n = 7) studies applied AR and VR types, including handheld AR system (n = 2), 94,95 developed AR-based 3D system (n = 2), 90,105 immersive and non-immersive system (n = 1), desktop VR-based game (n = 1), and motion-based exergame (n = 1). 91,106,126 For everyday activities, VR studies (n = 3) applied different virtual environments to simulate daily life activities, including desktop VR-based game, immersive VR system and non-immersive VR-based system. 106,112,127 Furthermore, few studies employed VR and AR for the psychological and social well-being of older adults. ...
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Objective The use of virtual reality and augmented reality to improve older adults’ quality of life has rapidly increased in recent years. This systematic mapping review aimed to provide a comprehensive overview of existing research that identifies and classifies current virtual reality and augmented reality applications that enhance the quality of life of older adults to increase the understanding of the impact of these technologies. Methods To reach this objective, a systematic mapping review was conducted of the studies published between 2009 and 2020 in major scientific databases, such as IEEE Xplore, Web of Science, Scopus, and PubMed. A total of 57 studies were analyzed and classified into four main quality of life domains: physical, cognitive, psychological, and social well-being. Results The findings showed that virtual reality and augmented reality have found their places in many quality of life studies of older adults. Although virtual reality and augmented reality applications are notably growing in the physical and cognitive well-being domains in training and rehabilitation settings, they are still in the early stages of development in psychological and social well-being research as well as healthcare settings. Our findings also revealed that virtual reality games, particularly motion-based exergames, and 3D augmented reality systems are the most common virtual reality and augmented reality types among the reviewed studies. Moreover, balance and attention were the most prevalent physical and cognitive functions when using motion-based and immersive virtual reality exergames and augmented reality systems and games, respectively, while confidence and interaction were the most dominant psychological and social functions. Conclusion This mapping review provides a comprehensive overview of potential areas for further research in this field, thereby assisting researchers, technologists, and health practitioners in expanding this field of research.
... Results highlighted how, in the experimental group, participants displayed a significant reduction in cognitive decline from before to after the intervention as measured by ADAS-Cog, suggesting that engaging in video games may enhance cognitive functioning as well as sustain self-perception and quality of life in older people. Moreover, the study stressed a positive correlation between self-concept and cognitive benefits, emphasizing the importance of maintaining a positive self-image in achieving cognitive improvements [57]. ...
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Mild cognitive impairment impacts a sizable segment of the older population, and often evolves into dementia within a few years. At this stage, subjects may benefit from non-pharmacological therapies that can delay or stop the progression of the mild cognitive impairment into dementia and are crucial for improvement in the subject’s quality of life, while also being easily accessible and safe for use. Many research studies have shown that a variety of exercises, including cognitive training, have the potential to enhance or optimize cognitive function and general well-being. Recently, many authors have suggested video games as a promising approach for cognitive training and neurorehabilitation in older people, thanks to their increasing motivation and training effects through immersion in stimulating environments. Under this premise, our narrative review’s objective is to discuss and summarize the body of existing material on the role of video games in improving cognitive performance, daily life activities, and depression symptoms in older individuals with different levels of cognitive decline. From the papers reviewed, it emerged that older subjects trained with video games showed a significant improvement in cognitive functions, sleep quality, and psychiatric symptoms, positioning video games as an intriguing and useful tool.
... Such games were mainly developed as video games that could be used in the user's home or nursing room. After having users participate in a game for a certain period time, the results of evaluation were compared and analyzed with the existing results of neuropsychological measurement tests to evaluate the effects of participation in the game [26][27][28][29][30][31][32][33]. In addition, some studies have proposed the Eldergames project, in which four persons play the game simultaneously at a desk using table-top augmented reality [34]. ...
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As the aging population increases rapidly throughout the world, various approaches and studies are in progress to prevent age-related diseases. Among the diseases related to the elderly, dementia (in which cognitive function declines) is classified as a mental disorder. Since there is currently no therapeutic agent for dementia, early diagnosis and prophylactic approaches may be useful. In this study, a mobile-based augmented reality system for regular cognitive function training is proposed to minimize declines in cognitive function among the elderly. Using the characteristics of markerless augmented reality technology that can support physical activities, the foregoing system was developed in the form of a serious game based on an understanding of physical aging by the main users and inspired by existing psychological cognitive evaluation tools. The augmented reality system proposed in this study aims to induce the active participation of clients with goal setting and motivation using a gamified training system. In addition, it can ultimately be used as a self-assessment tool by recording an individual users’ performance ability. This proposed system must be used after receiving proper guidance from psychologists. The game protocol was designed together with experts in clinical psychology: therapists as well as neuropsychological assessors who were experienced in carrying out cognitive training sessions. The experts said that the system could help improve cognitive functions, such as working memory, attention concentration, and visual perception memory. However, this system has some limitations. This system was verified once with a small number of experts and could not be introduced to an actual elderly group to undergo verification of effectiveness. To compensate, we will conduct experiments to verify the effectiveness in order to avoid placebo effects. The effectiveness of program implementation will be verified by digitizing the correlations between the results of the neuropsychological assessment in the form of paper and pens and the results of signal data.
... In the last decade, researchers have studied brain aging with experimental results revealing the brain being neuroplasticity throughout life [5] and such plasticity can be maintained with regular physical or cognitive stimulation [6]. Numerous observational studies and systematic reviews concluded that various modes of exercises including aerobic exercises, resistance training, the combination of aerobic and resistance, and mind-body exercises (e.g., tai chi, yoga, dance) [5] or cognitive training (e.g., video games, card, and board games) [7,8], yield positive outcomes in specific cognitive domains. Several evidence has also demonstrated that physical activity can be effective in enhancing mental well-being and preventing mental disorders [9][10][11][12]. ...
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Background The elderly population worldwide is increasing exponentially which will be associated with more people suffering from cognition and fitness declines. The well-established benefits of exercise training for the elderly’s cognitive and physical functioning have been observed. However, the amalgamated effect of combining cognitive and physical exercises on the older adults’ cognitive functions, physical fitness, or psycho-related health remains unclear. Thus, this study protocol was planned to conduct different combinations of cognitive and/or physical training interventions to community-dwelling older adults and expected to see the multifaceted effects of the varied combination of training on their health. Methods This study is a cluster randomized controlled trial (CRCT). A total of 285 older adults (age ≥ 60) from twenty elderly centres as clusters will be randomly selected and assigned to intervention groups (IGs, n = 16) or control groups (CGs, n = 4). Each IG will be randomly assigned to one of the four combinations of three training modes that include cognitive (A), physical (B), and combined cognitive and physical training (CCPT, i.e. C), namely Mixed ABC, A + B, C + A, B + C. The intervention will last for 4 months in which the training is conducted for 16 sessions, 2 sessions per week, and 60 min per session. Four repeated assessments (pre-test, two post-training tests after 2 months and 4 months, and a follow-up test) will be conducted. The CG will only receive the four repeated assessments but no intervention. The outcome measures include cognitive tests (tests of execution, memory, and psych-social status), physical fitness, and dynamic balance tests. Discussion This study will provide substantial evidence that the integrated format of cognitive and physical exercises training will have higher cognition and fitness impact than the single training modes, and all these mixed modalities will have greater positive outcomes than the control condition. If the effectiveness is proven, the intervention can be further explored and extended to the nation so that many more elderly would be benefited. Trial registration The trial has been registered in the ClinicalTrials.gov in U.S. NIH (ID: NCT04727450 , date: January 27, 2021).
... Tak więc gry mogą nie tylko zastąpić wizualizację lub być wykorzystywane z nią zamiennie, ale dodatkowo mogą ułatwić zawodnikom korzystanie z niej. Torres (2008) z kolei wykazała, ze starszym osobom, dzięki graniu w gry komputerowe, oprócz usprawnienia się funkcji poznawczych, poprawiła się również samoocena. Przebadała 43 osoby, będące lokatorami domu spokojnej starości (średnia wieku 78,33). ...
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Branża gier komputerowych niezwykle prężnie się rozwija i zyskuje coraz to nowych sympatyków. Coraz trudniej jest znaleźć osobę młodą lub w średnim wieku, która nie korzystałaby z tego typu rozrywki. Dotyczy to również sportowców. Z tego względu coraz częściej gry komputerowe i ich wpływ na funkcjonowanie użytkowników stają się przedmiotem zainteresowania badaczy. Celem przeglądu piśmiennictwa było opisanie najnowszych wyników badań dotyczących możliwości zastosowania gier komputerowych w treningu mentalnym. Zestawiono ze sobą wyniki opisane w 55 artykułach, dotyczących wpływu gier komputerowych na takie aspekty, jak: wrażliwość wzrokowa oraz wrażliwość na kontrast, umiejętności przestrzenne, umiejętności motoryczne oraz poznawcze, pamięć, uwaga, czas reakcji, podejmowanie decyzji, struktura mózgu, zachowania pro- i antyspołeczne, umiejętności komunikacyjne, a także kompetencje liderskie. Z przeanalizowanych badań wynika, że gry, odpowiednio wykorzystane, mogą mieć, oprócz rozrywkowego, również walor edukacyjny, a także być wykorzystane jako element treningu. The computer games industry is growing rapidly and is attracting more and more fans. It is increasingly difficult to find a young or middle-aged person who would not enjoy this type of entertainment. This also applies to athletes. For this reason, computer games and their impact on their users are becoming an object of interest for researchers. The aim of this literature review was to describe the latest research results concerning the applicability of computer games in mental training. The author compared the findings described in 55 articles on the influence of computer games on such aspects as: visual sensitivity and sensitivity to contrast, spatial skills, motor and cognitive skills, memory, attention, reaction time, decision making, brain structure, pro- and anti-social behaviour, communication skills and leadership skills. The analysis of the studies shows that computer games, when used properly, can have educational value (apart from their entertainment value), and can be used as an element of mental training.
... For example, audiences who participate in virtual reality entertainment experiences receive the thrill of high-tech but participate in audience-centered entertainment (Burt, 2019). Other technological events such as digital games, online betting, game streaming, and eSports are attractive to a diverse audience (Funk, 1993;Porcino et al., 2018;Torres, 2011). Even though the Envision Festival occurs in the jungle, the event staff incorporated hightech lighting and pyrotechnic stage designs for the nightly musical acts along with RFID bracelets used for purchases during the festival. ...
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As the popularity of music festivals increases worldwide, an essential component for successful festivals is creating an exceptional guest experience. A conceptual model is proposed, positing that experience economy has a positive effect on loyalty, word-of-mouth (WOM) intentions, and sustainability behaviors of event attendees at a music festival that focuses on sustainability. Multiple regression and Structural Equation Modeling (SEM) were employed to test the model using data collected from 216 attendees at an annual music festival staged in Costa Rica. Results reveal that experience has a positive effect on sustainability behaviors. Additionally, some dimensions of the experience economy have a positive impact on WOM intentions and loyalty. Lastly, WOM intentions have a positive effect on sustainability behaviors. The study provides vital contributions to planning and managing sustainable music festival events. Music festival planners and marketing teams are recommended to offer activities that provide an overall positive experience.
Article
Objective: For the elderly, reduction of motor function is natural phenomena, but requires a variety of concerns about how to slow down the rate of decline. Therefore, it is necessary to expand exercise facilities or welfare facilities for the elderly, but the reality is suffering from space, cost problem and compliance. In the case of elderly people, the social exercise and the medical exercise therapy should be distinguished, but the boundary is usually ambiguous. Furthermore, exercise for the elderly should be provided as a public service, but this is also difficult. So, in this study, we tried to approach exercise therapy for improvement of elderly physical function such as walking, balance and flexibility etc. through gamification exercise equipment [Balpro 110, Model No.(SBT 110), Men&Tel, Korea]. Methods: The elderly over 65 years of age were trained for 8 weeks (30 minutes/3 times/week) and functional ability was evaluated after 4 weeks of rest. There were both functional improvement in Group 1 (10 patients) using conventional exercise and Group 2 (10 patients) using Balpro 110. Results: In group 1, after 8 weeks of training and 4 weeks of rest, strength of lower extremities and percent body fat(PBF) and skeletal muscle index(SMI) were improved. In group 2, strength, mobility, walking abilities, flexibility, PBF and SMI were significantly improved.Conclusions: The results of this study suggest information technology convergence gamification device will be a supplementary tool for the exercise of next generation elderly population and at the same time provide an opportunity to think about the future direction.
Article
A necessidade de dispor de um instrumento de avaliação de qualidade de vida de fácil aplicação e cujo preenchimento ocupasse pouco tempo, conduziu o Grupo de Qualidade de Vida da OMS ao desenvolvimento de uma versão breve do WHOQOL-100: o WHOQOL-Bref. Este instrumento é constituído por 26 perguntas e está organizado em 4 domínios: Físico, Psicológico, Relações Sociais e Ambiente. O objectivo do presente trabalho consiste em descrever a aplicação deste instrumento à população portuguesa, bem como as suas características psicométricas. O instrumento foi aplicado a 604 sujeitos (315 da população normal e 289 doentes dos Hospitais da Universidade de Coimbra, do Instituto Português de Oncologia e de vários Centros de Saúde de Coimbra). Os resultados mostram que o WHOQOL-BREF apresenta boas características psicométricas (fiabilidade e validade), sugerindo que se trata de um bom instrumento para avaliar qualidade de vida em Portugal. Palavras-chave: Organização Mundial de Saúde; Qualidade de Vida; Estudos Psicométricos; WHOQOL- Bref.
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In a recent paper, Shawn Green and Daphne Bavelier show that playing an action video game markedly improved subject performance on a range of visual skills related to detecting objects in briefly flashed displays. This is noteworthy as previous studies on perceptual learning, which have commonly focused on well-controlled and rather abstract tasks, found little transfer of learning to novel stimuli, let alone to different tasks. The data suggest that video game playing modifies visual processing on different levels: some effects are compatible with increased attentional resources, whereas others point to changes in preattentive processing.
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The authors of-this article discuss the value of computer-use among older adults. It Is suggested that older adults can benefit significantly from ongoing education and that computers can be a valuable tool in this process. The cognitive capacities of older adults are discussed, with particular attention paid to long- and short-term memory functioning. The use of computers for memory skills training is highlighted. A study was undertaken using the computer game “Memory of Goblins” at the Seattle Day Center for Adults. This article describes both the game and how the project was conducted. Limitations of the study are presented. Although the authors acknowledge that conclusions are difficult to draw from this particular study, there is evidence to suggest that the impact of computer use among the elderly population can be profound. Implications for future research are presented.
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This paper examines the effectiveness of video games in improving the self-esteem, as measured by the Self-Esteem Scale, and affect, as measured by the Affect Balance Scale, of residents of long term care facilities. Video games were made available for an eight week period to all the residents of one wing of a long term care facility. Residents of a sccond wing did not have the opportunity to play video games and were used as a control group. It was found that the video game group exhibited significant improvement in both self-esteem and affect from the pretest to the posttest. No change was found in the scores of the control group.
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Research indicates that individuals above the age of 65 can improve their cognitive abilities and memories. Use of computers with elders has shown promise in maintaining cognitive function. The purpose of this study was to compare the effects of a computer intervention on selected cognitive abilities of 14 elders in a long-term care setting who used a computer program versus 15 who did not. Controlling for initial level of cognitive function, multivariate analysis of variance (MANOVA) showed significant improvement with the computer users compared to the nonusers on five cognitive outcomes. Future studies are needed to examine larger samples and explore gender differences.
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The Internet offers new opportunities for communication that can help older adults avoid social isolation. Although elders may need more time and assistance in learning computer systems, many are embracing this new technology. There is growing potential not only for recreation and communication through the Internet but also the delivery of services. This study examines the feasibility of providing Internet and electronic mail access to older adults in a retirement community and the extent to which this improves psychosocial well-being. In contrast to members of a comparison group, a trend toward decreased loneliness was observed among participants. In addition, the number of computer-related problems decreased and use of the applications increased throughout the study. These preliminary results support the feasibility of implementing computer-based interventions with the potential of improving psychosocial well-being among older adults.