This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and posttests; the second phase used postgame interviews of selected players to collect qualitative data. The results of this study showed significant improvement in players' scores for knowledge, social connectedness, and attitudes toward digital games from the pretest to the posttest. The interview data confirmed these increases and provided insights on the importance of learning, social connectedness, coplaying, and general enjoyment from playing a digital educational game. The results of this study were also consistent with earlier research studies on older adults' needs, experiences, and preferences for digital gameplay.
Background. Empirical evidence suggests that digital gameplay can enhance social interaction and improve cognition for older adults. However, if digital games are to be effectively used as interventions to address age-related challenges, it is important to explore older adults' experiences in playing them.Aim. The purpose of this survey design study was to identify digital gameplay patterns, perceived socio-emotional and cognitive benefits, and difficulties encountered in the gameplay experiences of older adults.Method. Adults aged 55 or older, recruited from seniors' centers and local shopping malls in a Canadian city, responded to a printed, mainly closed-ended questionnaire.Results. 463 respondents reported that they actively play digital games. Most played alone rather than with others, and most rated themselves as intermediate or expert players. Players self-reported cognitive benefits but few socioemotional benefits and few difficulties.Conclusions. The results of this study show promise for the use of digital games to provide innovative and engaging activities for enhancing older adults' aging processes. Significant associations were found between player skill level and reported benefits.
Cet article présente une synthèse des publications récentes (1998-2005) qui traitent des impacts du jeu, en tant que formule pédagogique, sur l’apprentissage. Constatant une grande variété d’approches, une certaine disparité dans la manière de présenter et d’interpréter les résultats, et souhaitant vérifier si les jeux éducatifs ont un impact réel sur l’apprentissage, les auteurs ont procédé à une recension des écrits sur le sujet à partir d’une grille d’analyse validée. Ces impacts sont détaillés après un résumé des attributs essentiels du jeu, attributs sur lesquels cette recherche a été fondée pour être menée à bien. L’analyse des écrits montre que le jeu a des impacts positifs sur l’apprentissage.This article presents a synthesis of recent (1998-2005) publications on the impact of play, as a pedagogical technique, on learning. While confirming that there are a great number of approaches, a certain disparity in the way of presenting and interpreting results, and hoping to verify if educational games have a real impact on learning, the authors used a validated analysis grid to produce a review of the literature in this area. The authors present a summary of the essential attributes of games, these attributes being used to frame this research, as well as details regarding the impacts noted. The analysis shows that play has positive impacts on learning.Este artículo presenta una síntesis de las publicaciones recientes (1998-2005) que tratan de los impactos del juego, como formula pedagógica, sobre el aprendizaje. Al observar una gran variedad de enfoques, una cierta disparidad en la manera de presentar y de interpretar los resultados, y con el deseo de comprobar si los juegos educativos tienen un real impacto sobre el aprendizaje, los autores procedieron a una recensión de los escritos sobre el tema a partir de una matriz de análisis validada. Estos impactos se detallan a continuación de un resumen de los atributos esenciales del juego, atributos que fundamentaron esta investigación para poder llevarla a cabo. El análisis de los escritos muestra que el juego tiene impactos positivos sobre el aprendizaje
Digital games can help older adults to entertain themselves, socialize with others, engage their cognitive functions, and enhance emotional states. This study surveyed 463 older Canadian adults to identify the digital games they had played and investigate whether playing them was associated with perceived socioemotional and cognitive benefits. The most widely reported socioemotional benefits were developing self-confidence, dealing with loneliness, and connecting with family. The most widely reported cognitive benefits were focusing, memory improvement, improved reaction speed, and problem solving. In the socioemotional category, connecting with current friends and connecting with family were both associated with strategy games, while connecting with current friends was also associated with sport games. In the cognitive category, both problem solving and speed in reacting/responding were associated with arcade games. Results show that playing digital games has the potential to be an intervention tool to improve older adults' wellbeing.
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