Mortenson W Ben, Sixsmith Andrew, Kaufman David
Department of Occupational Science and Occupational Therapy, University of British Columbia (UBC).
International Collaboration on Repair Discoveries (ICORD), UBC Faculty of Medicine and Vancouver Coastal Health (VCH) Research Institute.
Can J Aging. 2017 Sep;36(3):342-350. doi: 10.1017/S0714980817000162. Epub 2017 Jun 22.
Research on video games' effect on cognition and behaviour has been extensive, yet little research has explored non-digital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (≥ age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults. Older adults play for fun, but also to help maintain their cognition. Regression analyses indicated various socio-demographic factors - age, education, gender, and race - were independently associated with perceived benefits from game playing. The results thus emphasize the importance of non-digital game playing in this population and suggest that efforts to facilitate game playing may improve social interactions and quality of life.
关于电子游戏对认知和行为影响的研究已经很广泛了,但很少有研究探讨非数字形式的游戏玩法,尤其是在老年人中。作为一项关于游戏玩法的大型调查的一部分,886名受访者(年龄≥55岁)填写了关于非数字游戏玩法的问卷。该研究的目的是确定非数字游戏玩法的感知益处,并确定可能预测感知益处的社会人口因素。调查结果表明,非数字游戏玩法本质上具有社交性,在老年人中很常见(73%的受访者)。老年人玩游戏是为了娱乐,也是为了帮助维持认知能力。回归分析表明,各种社会人口因素——年龄、教育程度、性别和种族——与游戏玩法的感知益处独立相关。因此,研究结果强调了非数字游戏玩法在这一人群中的重要性,并表明促进游戏玩法的努力可能会改善社交互动和生活质量。