Nakagomi Atsushi, Ide Kazushige, Kondo Katsunori, Shiba Koichiro
Department of Social Preventive Medical Sciences, Center for Preventive Medical Sciences, Chiba University, Chiba, Japan.
Department of Epidemiology, Boston University School of Public Health, Boston University, Boston, MA, United States.
J Med Internet Res. 2025 Jan 27;27:e69080. doi: 10.2196/69080.
Digital gaming has become increasingly popular among older adults, potentially offering cognitive, social, and physical benefits. However, its broader impact on health and well-being, particularly in real-world settings, remains unclear.
This study aimed to evaluate the multidimensional effects of digital gaming on health and well-being among older adults, using data from the Japan Gerontological Evaluation Study conducted in Matsudo City, Chiba, Japan.
Data were drawn from 3 survey waves (2020 prebaseline, 2021 baseline, and 2022 follow-up) of the Japan Gerontological Evaluation Study, which targets functionally independent older adults. The exposure variable, digital gaming, was defined as regular video game play and was assessed in 2021. In total, 18 outcomes across 6 domains were evaluated in 2022; domain 1-happiness and life satisfaction, domain 2-physical and mental health, domain 3-meaning and purpose, domain 4-character and virtue, domain 5-close social relationships, and domain 6-health behavior. Furthermore, 10 items from the Human Flourishing Index were included in domains 1-5, with 2 items for each domain. Overall flourishing was defined as the average of the means across these 5 domains. In addition, 7 items related to domains 2, 5, and 6 were assessed. The final sample consisted of 2504 participants aged 65 years or older, with questionnaires containing the Human Flourishing Index randomly distributed to approximately half of the respondents (submodule: n=1243). Consequently, we used 2 datasets for analysis. We applied targeted maximum likelihood estimation to estimate the population average treatment effects, with Bonferroni correction used to adjust for multiple testing.
Digital gaming was not significantly associated with overall flourishing or with any of the 5 domains from the Human Flourishing Index. Although initial analyses indicated associations between digital gaming and participation in hobby groups (mean difference=0.12, P=.005) as well as meeting with friends (mean difference=0.076, P=.02), these associations did not remain significant after applying the Bonferroni correction for multiple testing. In addition, digital gaming was not associated with increased sedentary behavior or reduced outdoor activities.
This study provides valuable insights into the impact of digital gaming on the health and well-being of older adults in a real-world context. Although digital gaming did not show a significant association with improvements in flourishing or in the individual items across the 5 domains, it was also not associated with increased sedentary behavior or reduced outdoor activities. These findings suggest that digital gaming can be part of a balanced lifestyle for older adults, offering opportunities for social engagement, particularly through hobby groups. Considering the solitary nature of gaming, promoting social gaming opportunities may be a promising approach to enhance the positive effects of digital gaming on well-being.
数字游戏在老年人中越来越受欢迎,可能带来认知、社交和身体方面的益处。然而,其对健康和幸福的更广泛影响,尤其是在现实世界中的影响,仍不明确。
本研究旨在利用在日本千叶县松户市进行的日本老年学评估研究的数据,评估数字游戏对老年人健康和幸福的多维度影响。
数据取自日本老年学评估研究的3次调查浪潮(2020年基线前、2021年基线和2022年随访),该研究针对功能独立的老年人。暴露变量数字游戏被定义为定期玩电子游戏,并在2021年进行评估。2022年共评估了6个领域的18项结果;领域1——幸福和生活满意度,领域2——身心健康,领域3——意义和目的,领域4——性格和美德,领域5——亲密的社会关系,以及领域6——健康行为。此外,人类繁荣指数的10个项目被纳入领域1至5,每个领域2个项目。总体繁荣被定义为这5个领域平均值的平均数。此外,还评估了与领域2、5和6相关的7个项目。最终样本包括2504名65岁及以上的参与者,包含人类繁荣指数的问卷随机分发给大约一半的受访者(子模块:n = 1243)。因此,我们使用2个数据集进行分析。我们应用靶向最大似然估计来估计总体平均治疗效果,并使用邦费罗尼校正来调整多重检验。
数字游戏与总体繁荣或人类繁荣指数的5个领域中的任何一个均无显著关联。尽管初步分析表明数字游戏与参加兴趣小组(平均差异 = 0.12,P = .005)以及与朋友见面(平均差异 = 0.076,P = .02)之间存在关联,但在应用邦费罗尼多重检验校正后,这些关联不再显著。此外,数字游戏与久坐行为增加或户外活动减少无关。
本研究为数字游戏在现实世界背景下对老年人健康和幸福的影响提供了有价值的见解。尽管数字游戏与繁荣改善或5个领域中的各个项目均无显著关联,但它也与久坐行为增加或户外活动减少无关。这些发现表明,数字游戏可以成为老年人平衡生活方式的一部分,提供社交参与机会,特别是通过兴趣小组。考虑到游戏的孤独性质,促进社交游戏机会可能是增强数字游戏对幸福积极影响的一种有前景的方法。