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老年人参与电子游戏训练项目的情况。

Older adults' engagement with a video game training program.

作者信息

Belchior Patrícia, Marsiske Michael, Sisco Shannon, Yam Anna, Mann William

机构信息

McGill University.

出版信息

Act Adapt Aging. 2012 Dec 19;36(4):269-279. doi: 10.1080/01924788.2012.702307.

DOI:10.1080/01924788.2012.702307
PMID:23504652
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC3596832/
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 (), a puzzle-like game (), 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 to the onset of training.

DISCUSSION

Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory (Csikszentmihalyi, 1975).

摘要

目的

本研究调查了老年人参与电子游戏训练项目的程度。参与程度采用心流概念(齐克森米哈里,1975年)进行衡量。

方法

45名老年人被随机分组,分别接受动作游戏、类拼图游戏或黄金标准的有用视野(UFOV)训练项目的练习。

结果

与训练开始时相比,《荣誉勋章》和《俄罗斯方块》的参与者在训练结束时的心流评分显著更高。

讨论

参与者更热衷于能够根据其技能水平进行调整且提供递增难度级别的游戏。这一发现与心流理论(齐克森米哈里,1975年)一致。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cdd4/3596832/009a1aa68a06/nihms389552f1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cdd4/3596832/009a1aa68a06/nihms389552f1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/cdd4/3596832/009a1aa68a06/nihms389552f1.jpg

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本文引用的文献

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Video game training to improve selective visual attention in older adults.通过电子游戏训练提高老年人的选择性视觉注意力。
Comput Human Behav. 2013 Jul 1;29(4):1318-1324. doi: 10.1016/j.chb.2013.01.034.
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Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience.针对老年游戏玩家的大脑训练:年龄和游戏形式对有效性、效率、自我评估及游戏体验的影响
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Experimental evidence for suspense as determinant of video game enjoyment.将悬念作为电子游戏乐趣决定因素的实验证据。
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