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Older adults' engagement with a video game training program.

Patrícia Belchior1, Michael Marsiske, Shannon Sisco

  • 1McGill University.

Activities, Adaptation & Aging
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Older adults showed increased engagement in video games like Medal of Honor and Tetris, aligning with Flow theory. Games that adapt to skill levels enhance older adult engagement.

Keywords:
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Area of Science:

  • Gerontology
  • Human-Computer Interaction
  • Cognitive Psychology

Background:

  • Older adults' engagement with technology, particularly video games, is an emerging area of research.
  • The concept of Flow, a state of complete immersion in an activity, is a key metric for understanding engagement.
  • Video game training programs offer potential benefits for cognitive function in older adults.

Purpose of the Study:

  • To investigate the level of engagement among older adults participating in a video game training program.
  • To measure engagement using the psychological concept of Flow.
  • To compare engagement levels across different types of video games and a standard cognitive training program.

Main Methods:

  • Forty-five older adults were recruited for the study.
  • Participants were randomized into three groups: action game (Medal of Honor), puzzle game (Tetris), or Useful Field of View (UFOV) training.
  • Engagement was assessed by measuring Flow ratings before and after the training period.

Main Results:

  • Participants engaging with the action game (Medal of Honor) and the puzzle game (Tetris) reported significantly higher Flow ratings post-training compared to pre-training.
  • No specific comparison was made between the video game groups and the UFOV group in the provided results.
  • The findings suggest that certain video games can effectively increase older adults' engagement.

Conclusions:

  • Video games, particularly those with adjustable difficulty and skill-matching, can significantly enhance older adults' engagement.
  • The results support Flow theory, indicating that immersive and appropriately challenging games foster greater participation.
  • These findings have implications for designing engaging cognitive training programs for the aging population.