• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

相似文献

1
Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.老年人在实际中的电子游戏偏好:探究竞争或合作的影响。
Games Cult. 2016;11(1-2):170-120. doi: 10.1177/1555412015603538. Epub 2016 Jan 1.
2
Gaming Preferences of Aging Generations.老年群体的游戏偏好。
Gerontechnology. 2014;12(3):174-184. doi: 10.4017/gt.2014.12.3.008.00.
3
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.老年人喜欢玩的游戏:类型偏好与对休闲游戏的接受度
JMIR Serious Games. 2017 Apr 18;5(2):e8. doi: 10.2196/games.7025.
4
Increasing motivation in robot-aided arm rehabilitation with competitive and cooperative gameplay.通过竞争和合作游戏提高机器人辅助手臂康复的动机。
J Neuroeng Rehabil. 2014 Apr 16;11:64. doi: 10.1186/1743-0003-11-64.
5
Competitive and cooperative arm rehabilitation games played by a patient and unimpaired person: effects on motivation and exercise intensity.患者与健全人进行的竞争性和合作性手臂康复游戏:对动机和运动强度的影响。
J Neuroeng Rehabil. 2017 Mar 23;14(1):23. doi: 10.1186/s12984-017-0231-4.
6
A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life.基于游戏的老年人身体活动指导应用:设计方法及日常生活中的用户体验。
Games Health J. 2020 Jun;9(3):215-226. doi: 10.1089/g4h.2018.0163. Epub 2020 Feb 13.
7
Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.使用适配控制器对身体残疾个体进行主动视频游戏评估:一项方案。
JMIR Res Protoc. 2017 Jun 16;6(6):e116. doi: 10.2196/resprot.7621.
8
Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).个体在动机、偏好和游戏病理学方面的差异:游戏态度、动机和体验量表(GAMES)。
Front Psychol. 2013 Sep 9;4:608. doi: 10.3389/fpsyg.2013.00608. eCollection 2013.
9
Trends in robot-assisted and virtual reality-assisted neuromuscular therapy: a systematic review of health-related multiplayer games.机器人辅助和虚拟现实辅助神经肌肉治疗的趋势:健康相关多人游戏的系统评价。
J Neuroeng Rehabil. 2018 Nov 19;15(1):107. doi: 10.1186/s12984-018-0449-9.
10
Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness.视频游戏作为减少与年龄相关的认知能力下降的一种手段:态度、依从性和效果。
Front Psychol. 2013 Feb 1;4:31. doi: 10.3389/fpsyg.2013.00031. eCollection 2013.

引用本文的文献

1
Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach.为香港中老年人群设计电子竞技干预措施:社会营销方法。
PLoS One. 2023 Apr 27;18(4):e0284504. doi: 10.1371/journal.pone.0284504. eCollection 2023.
2
Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach.改善中老年人群游戏体验的手机游戏设计指南:以用户为中心的设计方法。
JMIR Serious Games. 2021 May 20;9(2):e24449. doi: 10.2196/24449.
3
To Each Stress Its Own Screen: A Cross-Sectional Survey of the Patterns of Stress and Various Screen Uses in Relation to Self-Admitted Screen Addiction.针对每种压力采用其专属筛查方式:一项关于压力模式以及与自我承认的屏幕成瘾相关的各种屏幕使用情况的横断面调查。
J Med Internet Res. 2019 Apr 2;21(4):e11485. doi: 10.2196/11485.

本文引用的文献

1
Enrichment Effects on Adult Cognitive Development: Can the Functional Capacity of Older Adults Be Preserved and Enhanced?丰富化对成人认知发展的影响:老年人的功能能力能否得到保持和增强?
Psychol Sci Public Interest. 2008 Oct;9(1):1-65. doi: 10.1111/j.1539-6053.2009.01034.x. Epub 2008 Oct 1.
2
Video game training enhances cognition of older adults: a meta-analytic study.电子游戏训练可增强老年人的认知能力:一项荟萃分析研究。
Psychol Aging. 2014 Sep;29(3):706-16. doi: 10.1037/a0037507.
3
Cognitive benefits of computer games for older adults.电脑游戏对老年人的认知益处。
Gerontechnology. 2009 Fall;8(4):220-235. doi: 10.4017/gt.2009.08.04.004.00.
4
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.
5
Effects of video-game play on information processing: a meta-analytic investigation.视频游戏对信息处理的影响:一项元分析研究。
Psychon Bull Rev. 2013 Dec;20(6):1055-79. doi: 10.3758/s13423-013-0418-z.
6
Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness.视频游戏作为减少与年龄相关的认知能力下降的一种手段:态度、依从性和效果。
Front Psychol. 2013 Feb 1;4:31. doi: 10.3389/fpsyg.2013.00031. eCollection 2013.
7
Extended practice and aerobic exercise interventions benefit untrained cognitive outcomes in older adults: a meta-analysis.长期实践和有氧运动干预有益于老年人未受过训练的认知结果:荟萃分析。
J Am Geriatr Soc. 2012 Jan;60(1):136-41. doi: 10.1111/j.1532-5415.2011.03761.x. Epub 2011 Dec 8.
8
Competitiveness across the life span: the feisty fifties.毕生竞争力:活力四射的五十年代。
Psychol Aging. 2012 Jun;27(2):278-85. doi: 10.1037/a0025655. Epub 2011 Nov 7.
9
Far transfer in cognitive training of older adults.老年人认知训练中的远迁移。
Restor Neurol Neurosci. 2009;27(5):455-71. doi: 10.3233/RNN-2009-0495.
10
Can training in a real-time strategy video game attenuate cognitive decline in older adults?实时策略电子游戏训练能否减缓老年人的认知衰退?
Psychol Aging. 2008 Dec;23(4):765-77. doi: 10.1037/a0013494.

老年人在实际中的电子游戏偏好:探究竞争或合作的影响。

Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.

作者信息

Souders Dustin J, Boot Walter R, Charness Neil, Moxley Jerad H

机构信息

Florida State University.

出版信息

Games Cult. 2016;11(1-2):170-120. doi: 10.1177/1555412015603538. Epub 2016 Jan 1.

DOI:10.1177/1555412015603538
PMID:29033698
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5640170/
Abstract

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.

摘要

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。