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Non-Digital Game Playing by Older Adults.
W Ben Mortenson1,2,3, Andrew Sixsmith4,5,6, David Kaufman4,7
1Department of Occupational Science and Occupational Therapy, University of British Columbia (UBC).
Older adults commonly play non-digital games, finding them fun and beneficial for maintaining cognition. Socio-demographic factors like age and education influence these perceived benefits, highlighting games' role in social interaction and quality of life.
Area of Science:
- Gerontology
- Cognitive Psychology
- Sociology of Leisure
Background:
- Extensive research exists on digital video games' cognitive and behavioral effects.
- Limited studies have investigated the impact of non-digital games, particularly among older adults.
Purpose of the Study:
- To identify the perceived benefits of non-digital game playing in adults aged 55 and older.
- To determine which socio-demographic factors predict these perceived benefits.
Main Methods:
- A survey was administered to 886 respondents aged 55 and above.
- Questionnaires focused on non-digital game play habits and perceived benefits.
- Regression analyses were used to identify predictive socio-demographic factors.
Main Results:
- Non-digital game playing is prevalent (73%) and social among older adults.
- Participants reported playing for enjoyment and cognitive maintenance.
- Age, education, gender, and race were significant predictors of perceived benefits.
Conclusions:
- Non-digital games play a significant role in the lives of older adults.
- Facilitating non-digital game participation may enhance social engagement and overall quality of life.
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