Guardabassi Veronica, Manoni Evelyn, Di Massimo Marta, Cirilli Elisa, Maranesi Alessandro, Nicolini Paola
Department of Humanities, University of Macerata, Macerata, Italy.
Front Psychol. 2024 Nov 18;15:1501111. doi: 10.3389/fpsyg.2024.1501111. eCollection 2024.
The increase in the average age of the population has resulted in a greater focus on interventions designed to facilitate successful Ageing. Notwithstanding its potential, the strategy of the board game remains relatively underexplored. This study aims to ascertain its role in fostering older people's well-being. Specifically, it was hypothesized that the level of well-being associated with the gaming experience is greater than overall well-being, particularly when the level of difficulty is low.
From an initial number of 164 participants, a total of 132 older people made up the final sample ( = 74.05; = 5.62). They were divided into groups of four or five individuals and engaged in a gaming session of varying levels of difficulty: low ( = 44), medium( = 49) and high ( = 36). Prior to each game session, participants completed a questionnaire regarding their general well-being. After the game session, they filled out a similar questionnaire regarding their well-being while gaming.
The results showed that the level of well-being experienced while playing was significantly higher than that observed in daily life, = 14.604, = 0.000, = 0.100, particularly with board games with a low or medium level of difficulty, [ = = 10.982, = .001, = 0.148].
Board games with an appropriate level of difficulty can be useful tools for promoting wellbeing in the older population. Future studies and possible interventions for people in the third and fourth ages will be discussed.
人口平均年龄的增长使得人们更加关注旨在促进成功老龄化的干预措施。尽管棋盘游戏具有潜力,但其策略仍相对未得到充分探索。本研究旨在确定其在促进老年人幸福感方面的作用。具体而言,研究假设与游戏体验相关的幸福感水平高于总体幸福感,尤其是在难度较低时。
从最初的164名参与者中,最终样本共有132名老年人(平均年龄=74.05岁;标准差=5.62岁)。他们被分成四五个人一组,参与不同难度级别的游戏环节:低难度(n=44)、中等难度(n=49)和高难度(n=36)。在每个游戏环节之前,参与者完成一份关于其总体幸福感的问卷。游戏环节结束后,他们填写一份关于游戏时幸福感的类似问卷。
结果显示,游戏时体验到的幸福感水平显著高于日常生活中的幸福感水平,t=14.604,p=0.000,d=0.100,尤其是对于低难度或中等难度的棋盘游戏,[t(89)=10.982,p=0.001,d=0.148]。
难度适中的棋盘游戏可以成为促进老年人群幸福感的有用工具。将讨论针对老年人群的未来研究和可能的干预措施。