2016
DOI: 10.1089/g4h.2015.0087
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A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older

Abstract: Background: Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology. Materials and Methods: PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review. Results: Results highlighted that 60 percent of articles were publishe… Show more

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Cited by 36 publications
(24 citation statements)
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References 48 publications
(119 reference statements)
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“…For older adults, the exploration of technology use is increasing in popularity (Marston, Freeman, Bishop, & Beech, 2016;Marston & Graner-Ray, 2016) with technology now being geared towards improving the quality of life of older adults, whether through applications for home support services (Marston et al, 2015), medication reminders, mirrors that display health data, medical implants, or wearable technology (European Commission: Information Society and Media, 2007). Research shows that technology can change the family situations of elderly individuals and are of utmost importance for older adults (Silverstein & Giarrusso, 2010).…”
Section: Future Of Mobile Ehealthmentioning
confidence: 99%
“…For older adults, the exploration of technology use is increasing in popularity (Marston, Freeman, Bishop, & Beech, 2016;Marston & Graner-Ray, 2016) with technology now being geared towards improving the quality of life of older adults, whether through applications for home support services (Marston et al, 2015), medication reminders, mirrors that display health data, medical implants, or wearable technology (European Commission: Information Society and Media, 2007). Research shows that technology can change the family situations of elderly individuals and are of utmost importance for older adults (Silverstein & Giarrusso, 2010).…”
Section: Future Of Mobile Ehealthmentioning
confidence: 99%
“…Digital connectivity has many benefits [5][6][7][8], one of them is to support contact with relatives and friends [9,10]. The advantages of maintaining social contact are particularly of interest to the older user group, who are more at risk of being socially isolated [11][12][13].…”
Section: Introductionmentioning
confidence: 99%
“…As Drury et al [120] suggests, people live in an increasingly age-segregated society [120]. Knowledge needs to be synthesized in order to understand which strategies are effective to uncover and reduce ageist attitudes, as well as whether digital technological interventions such as YouTube, Facebook, and videogames [5,7,121,122] may help positive intergenerational communication, as noted by Marston and van Hoof [123] across age-friendly cities and communities. Policy makers will benefit from learning about these strategies to break the age segregation/ageism cycle.…”
mentioning
confidence: 99%
“…A growing body of knowledge on high-intensity interval training (HIIT) protocols aims to resolve problems associated with time constraints through low volume high intensity endurance exercise interventions [13]. Possibly the most well-known of them all to general public, video games that require physical activity, has been gaining significant attention among research communities [14,15].…”
Section: Introductionmentioning
confidence: 99%