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探索老年人在PRISM计算机系统中的电子游戏使用情况。

Exploring Older Adults' Video Game Use in the PRISM Computer System.

作者信息

Boot Walter R, Moxley Jerad H, Roque Nelson A, Andringa Ronald, Charness Neil, Czaja Sara J, Sharit Joseph, Mitzner Tracy, Lee Chin Chin, Rogers Wendy A

机构信息

Department of Psychology, Florida State University, Tallahassee.

Department of Psychiatry & Behavioral Sciences.

出版信息

Innov Aging. 2018 Apr 24;2(1):igy009. doi: 10.1093/geroni/igy009. eCollection 2018 Jan.

Abstract

BACKGROUND AND OBJECTIVE

As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults ( = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults' gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior "in the wild" over an entire year.

RESEARCH DESIGN AND METHODS

We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use.

RESULTS

Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers.

DISCUSSION AND IMPLICATIONS

Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.

摘要

背景与目的

作为PRISM(个人提醒信息与社交管理)随机现场试验的一部分,一大群老年人(n = 150)家中配备了一台电脑系统,该系统为他们提供了玩11种不同电子游戏的机会。虽然研究人员常常通过调查数据和焦点小组来评估老年人的游戏偏好和习惯,但此次试验提供了一个独特的机会,能够在一整年的时间里对“自然状态下”的游戏行为进行研究。

研究设计与方法

我们对游戏使用数据、游戏偏好和游戏习惯的个体差异以及游戏使用的个体差异预测因素进行了探索。

结果

尽管几乎没有个体差异变量能始终如一地预测游戏使用情况和偏好,但不同游戏中仍有明显的热门游戏,结果表明,只要有机会并接受培训,许多老年人可能会成为活跃的长期游戏玩家。

讨论与启示

研究结果对于设计老年人喜欢的电子游戏、支持人们在整个生命周期内与电子游戏进行愉快且有意义的互动,以及设计涉及游戏的认知、社交和健康干预措施都具有启示意义。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/68e3/6177054/08f0d6f1ba73/igy00901.jpg

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