Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because they perceive a high benefit. Creating successful games for seniors will likely require designers to increase the perceived benefits of games, such as engagement, even more than lowering costs such as frustration, time, and money.
Video games are increasingly used as tools in therapeutic interventions, both for younger and older adults. However, relatively little is known about video game usability for older adults, and age-related changes may affect some older players’ capacity to benefit from video games. We examined video recordings and open-ended questionnaire responses of 56 older adults taking part in a video game-based cognitive intervention study. Usability findings and recommendations for inclusive video game design for older adults are discussed.
To examine the potential benefits of a complex online video game as a cognitive intervention for older adults, participants first had to be able to engage in gameplay. This necessitated the development of a training and support program for a complex computer task, with the unusual aim of maximizing mental effort. The goal of the training program was to equip participants to handle the challenges of the game while keeping them near the limits of their ability while playing. The training program was multi-modal and encompassed both in-person and remote methods. Successes and failures are discussed.
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