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Exploring Older Adults' Video Game Use in the PRISM Computer System
Walter R Boot1, Jerad H Moxley2, Nelson A Roque1
1Department of Psychology, Florida State University, Tallahassee.
Innovation in Aging
|November 28, 2018
Summary
Many older adults can become active, long-term gamers when provided with opportunities and training. This study tracked gaming behavior in older adults over a year, revealing clear game preferences.
Area of Science:
- Gerontology
- Human-Computer Interaction
- Digital Health
Background:
- The PRISM (Personal Reminder Information & Social Management) trial involved 150 older adults using home computer systems with 11 video games.
- Previous research on older adults' gaming habits relied on surveys and focus groups, unlike this study's real-world behavioral data collection.
Purpose of the Study:
- To explore video game usage patterns among older adults in a naturalistic setting.
- To identify individual differences in game preferences and gaming habits.
- To determine predictors of game use in this demographic.
Main Methods:
- Analysis of game usage data collected over one year from 150 older adults.
- Examination of individual differences in game preferences and habits.
- Statistical analysis to identify predictors of game engagement.
Main Results:
- Few individual difference variables consistently predicted game use or preferences.
- Specific video games emerged as clear favorites among participants.
- Results indicate that older adults can become engaged, long-term gamers with access and training.
Conclusions:
- Findings inform the design of video games tailored to older adults' preferences.
- The study supports the potential for enjoyable and meaningful gaming experiences across the lifespan.
- Implications for developing game-based interventions for cognitive, social, and health-related purposes.

