Exploring Older Adults’ Video Game Use in the PRISM Computer System

Author:

Boot Walter R1,Moxley Jerad H2,Roque Nelson A1,Andringa Ronald1,Charness Neil1ORCID,Czaja Sara J2,Sharit Joseph3,Mitzner Tracy4,Lee Chin Chin2,Rogers Wendy A5

Affiliation:

1. Department of Psychology, Florida State University, Tallahassee

2. Department of Psychiatry & Behavioral Sciences

3. Department of Industrial Engineering, University of Miami, Florida

4. School of Psychology, Georgia Institute of Technology, Atlanta

5. Kinesiology & Community Health, University of Illinois at Urbana-Champaign

Abstract

Abstract Background and Objective As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults’ gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior “in the wild” over an entire year. Research Design and Methods We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use. Results Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. Discussion and Implications Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.

Funder

CREATE III and IV – Center for Research and Education on Aging and Technology Enhancement

Publisher

Oxford University Press (OUP)

Subject

Life-span and Life-course Studies,Health Professions (miscellaneous),Health (social science)

Reference47 articles.

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2. Gaming preferences of aging generations;Blocker;Gerontechnology: International Journal on the Fundamental Aspects of Technology to Serve the Ageing Society,2014

3. Video games as a means to reduce age-related cognitive decline: Attitudes, compliance, and effectiveness;Boot;Frontiers in Psychology,2013

4. Computer proficiency questionnaire: Assessing low and high computer proficient seniors;Boot;The Gerontologist,2015

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