Souders Dustin J, Boot Walter R, Charness Neil, Moxley Jerad H
Florida State University.
Games Cult. 2016;11(1-2):170-120. doi: 10.1177/1555412015603538. Epub 2016 Jan 1.
Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.
旨在改善认知的电子游戏干预措施已显示出对年轻人(例如,Powers等人,2013年)和老年人(例如,Toril、Reales和Ballesteros,2014年)都有希望。大多数研究表明,快节奏动作游戏产生的益处最大,但最近一项针对老年人的电子游戏干预发现,动作游戏干预可能导致依从性较差(Boot等人,2013年)。为了提高干预依从性,我们调查了老年人的电子游戏偏好,通过让参与者独自或与伙伴玩竞争性游戏(《马里奥赛车DS》)或合作性游戏(《乐高星球大战:完全传奇》),这可能会增强依从性。尽管关于合作和多人游戏玩法的假设未得到支持,但越来越多的证据表明多人游戏玩法可能会带来更大的乐趣,这在之前的一项研究中与干预依从性有关(Boot等人,2013年)。还提供了针对老年人群体游戏干预研究的见解。