Older Adult Video Game Preferences in Practice
Investigating the Effects of Competing or Cooperating
Bibliographic Data
| ID | 2409614 |
|---|---|
| Authors | Dustin J Souders, Dustin Souders (0000-0003-1184-1289, Florida State University, corresponding author), Walter R Boot (0000-0003-1047-5467, Florida State University), Neil Charne (0000-0002-1002-3439, Florida State University), Jerad H Moxley, Jerad Moxley (0000-0002-4362-9963, Florida State University) |
| Year | 2016 |
| Volume | 11 |
| Issue | 1-2 |
| Pages | 170-200 |
| Publication date | 2016-01-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412015603538 |
| PMID | 29033698 |
| OpenAlex | W2408846034 |
| Language | EN |
| Citations received | 3 |
| References cited | 59 |
Recent meta-analyses on video game interventions with the aim to improve cognition have shown promise for both younger and older adults. Most studies suggest that fast-paced action games produce the largest benefits, but previous work has shown that older adults might not necessarily adhere to interventions using action games. To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game ( Mario Kart DS) or a cooperative game ( Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multiplayer gameplay were not supported, converging evidence suggests multiplayer gameplay may lead to greater enjoyment, which has been previously shown to be related to intervention adherence. Insights for gaming intervention studies in older populations are also provided
Action (physics · Cognition · Cognitive psychology · Intervention (counseling · Multimedia · Psychological intervention · Video game · Aging and Gerontology Research · Applied Psychology · Computer Science · Educational Games and Gamification · Psychology · Social Psychology · Technology Use by Older Adults
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| Citations per year | 1.5 |
|---|---|
| Citation span | 2024 - 2026 (3) |
| Highly cited | No |