2012
DOI: 10.1080/01924788.2012.702307
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Older Adults' Engagement With a Video Game Training Program

Abstract: Objectives The current study investigated older adults’ level of engagement with a video game training program. Engagement was measured using the concept of Flow (Csikszentmihalyi, 1975). Methods Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard Useful Field of View (UFOV) training program. Results Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative … Show more

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Cited by 47 publications
(40 citation statements)
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References 22 publications
(25 reference statements)
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“…One study showed that a purpose-built car racing game improved cognitive function in older persons 20. Others have also argued for the effectiveness of commercially available games in improving and sustaining cognitive function in older adults 17,2124…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…One study showed that a purpose-built car racing game improved cognitive function in older persons 20. Others have also argued for the effectiveness of commercially available games in improving and sustaining cognitive function in older adults 17,2124…”
Section: Introductionmentioning
confidence: 99%
“…Games may involve team play and some have worldwide tournaments with thousands of users. One group has shown that a commercially available game requiring psychomotor speed was more likely to result in long-term use in users compared to a commercial cognitive training computer program 21,22. Computer games have been shown to have sustained cognitive training effects that may transfer to other domains25 including cognitive control in older adults 20…”
Section: Introductionmentioning
confidence: 99%
“…These two aspects of flow have been highlighted in prior work as characteristics that foster flow in older adults [4]. In essence, flow in these areas may be linked to good instructions and well-designed feedback in the game.…”
Section: Discussionmentioning
confidence: 95%
“…In the few studies specific to flow, it has been found that 1) older adults experienced more flow when playing other humans online, compared to playing against other humans disguised as computer controlled players [12], 2) a match between older adult ability/experience and game challenge has been related to feelings of flow [20], 3) clear goals and feedback in a game may foster a sense of mastery associated with flow in older adults [4], and 4) flow in games for older adults has been related to better therapeutic outcomes [35]. These studies suggest benefits for flow, but there is a paucity of studies concerning user experience outcomes, including flow, for older players.…”
Section: Introductionmentioning
confidence: 99%
“…This finding is consistent with previous studies in older adults and patients with stroke. For example, Belchior et al suggested that older adults' immersion during VR-based games could be adjusted to their skill levels [52]. Hale et al reported that patients with stroke seemed to enjoy VR-based rehabilitation when they were equipped with suitable technology [21].…”
Section: Discussionmentioning
confidence: 99%