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Related Concept Videos

Longitudinal Research02:20

Longitudinal Research

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Sometimes we want to see how people change over time, as in studies of human development and lifespan. When we test the same group of individuals repeatedly over an extended period of time, we are conducting longitudinal research. Longitudinal research is a research design in which data-gathering is administered repeatedly over an extended period of time. For example, we may survey a group of individuals about their dietary habits at age 20, retest them a decade later at age 30, and then again...
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Related Experiment Video

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Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
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Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital

Bas D L Châtel1,2,3, Jeroen H M Janssen1,3, Geeske M E E Peeters1,3

  • 1Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.

JMIR Serious Games
|October 16, 2024
PubMed
Summary

Recruiting older adults for digital social gaming interventions is challenging. Future apps need simplified designs and clear guidance to improve engagement and reduce loneliness.

Keywords:
digital healthfeasibility studylonelinessolder adultsrecruitmentserious gaming

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Area of Science:

  • Gerontology
  • Digital Health
  • Mental Health Interventions

Background:

  • Digital mental health interventions offer scalable solutions for loneliness in older adults.
  • An app with 29 text-based games and a chatbot was developed to foster intergenerational contact.

Purpose of the Study:

  • To evaluate the feasibility of a social gaming app for reducing loneliness in older adults.
  • Assessing recruitment strategies, data collection, and gameplay activity.

Main Methods:

  • Mixed methods study using newsletters, articles, and social media for recruitment.
  • Semistructured interviews and analysis of questionnaire/game data to assess feasibility.
  • Key measures included recruitment reach, participant demographics, in-app activity, and user feedback.

Main Results:

  • Social media campaign reached over 192,000 potential participants; 155 consented (0.08% conversion rate).
  • Mean participant age was 48; 45.2% reported moderate loneliness at baseline.
  • Retention was low: 5.8% active after 90 days; participants interacted within age groups (r=0.31).
  • Barriers included chatbot complexity and app design mismatch; questionnaire completion dropped significantly.

Conclusions:

  • Recruitment and retention of older adults in digital social gaming interventions pose significant challenges.
  • Effective recruitment and tailored app design are critical for older adult engagement.
  • Future interventions require simplified interfaces, clear instructions, and focus on older adults' specific needs.