Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers

[Display omitted] ► Sixty percent of the older adult sample was either a Regular or Occasional Gamer. ► Gaming was not associated with age or education level. ► Gamers performed better than Non-gamers on measures of well-being, negative affect, and depression. The purpose of this investigation was t...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Computers in human behavior 2013-07, Vol.29 (4), p.1302-1306
Hauptverfasser: Allaire, Jason C., McLaughlin, Anne Collins, Trujillo, Amanda, Whitlock, Laura A., LaPorte, Landon, Gandy, Maribeth
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:[Display omitted] ► Sixty percent of the older adult sample was either a Regular or Occasional Gamer. ► Gaming was not associated with age or education level. ► Gamers performed better than Non-gamers on measures of well-being, negative affect, and depression. The purpose of this investigation was to examine differences in psychological functioning (e.g., well-being, affect, depression, and social functioning) between older adults who play digital games compared to those older adults that do not play digital games. Analysis was conducted on a sample of 140 independently living older adults with an average age of 77.47years (SD=7.31). Participants were divided into three groups (Regular, Occasional Gamers, and Non-gamers) – 60% of the sample was either a Regular or Occasional Gamer. Differences among the groups were found for well-being, negative affect, social functioning, and depression with Regular and Occasional Gamers performing better, on average, than Non-gaming older adults. Findings suggest that playing may serve as a positive activity associated with successful aging.
ISSN:0747-5632
1873-7692
DOI:10.1016/j.chb.2013.01.014