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The Gamification of Cognitive Training: Older Adults' Perceptions of and Attitudes Toward Digital Game-Based Interventions

机译:认知训练的游戏化:老年人对基于数字游戏的干预措施的认知和态度

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There has been recent excitement over the potential for commercial and custom digital games to reverse age-related perceptual and cognitive decline. The effectiveness of digital game-based brain training is controversial. However, a separate issue is, should digital game-based interventions prove effective, how best to design these interventions to encourage intervention engagement and adherence by older adults (ages 65 +). This study explored older adults' perceptions and attitudes toward game-based interventions after they were asked to play digital games (experimental or control games) for a month-long period. Clear differences in attitudes toward game-based interventions were observed, as assessed by post-intervention surveys, with older adults finding games in the control condition (word and number puzzle games) more enjoyable and less frustrating compared to a digital game that consisted of gamified brain training interventions that have demonstrated some degree of success in the literature. Interestingly, older adults perceived the control condition as more likely to boost perceptual and cognitive abilities (e.g., vision, reaction time), as assessed by a post-intervention survey of expectations. Although predicting intervention adherence was challenging, overall motivation to do well in the intervention was significantly related to perceptions of cognitive benefit. Not surprisingly, game enjoyment also predicted motivation. Finally, older adults who perceived the game they were assigned to play as more challenging were more likely to believe the game would boost cognition. These findings identify attitudes and beliefs that could be targeted to motivate older adults to adhere to digital game-based interventions found to boost cognition. To better explore factors related to intervention adherence in the future we propose studies of longer duration and studies that allow more flexibility and choice with respect to amount of gameplay (instead of gameplay being dictated by a fixed schedule determined by the experimenter, leaving less variability to be explained by individual difference factors).
机译:最近,人们对商业和定制数字游戏扭转与年龄有关的知觉和认知能力下降的潜力感到兴奋。基于数字游戏的大脑训练的有效性是有争议的。但是,另一个问题是,如果基于数字游戏的干预措施行之有效,如何最好地设计这些干预措施,以鼓励老年人(65岁以上)参与和遵循干预措施。这项研究探讨了老年人在被要求玩数字游戏(实验性游戏或控制性游戏)一个月后对基于游戏的干预的看法和态度。通过干预后调查评估,观察到人们对基于游戏的干预的态度存在明显差异,与控制游戏化的数字游戏相比,老年人发现处于控制状态的游戏(文字和数字益智游戏)更有趣,更令人沮丧。在文献中已证明一定程度成功的脑部训练干预措施。有趣的是,根据干预后对期望的调查评估,老年人认为控制条件更有可能增强感知和认知能力(例如视力,反应时间)。尽管预测干预措施的依从性具有挑战性,但在干预措施中表现出色的总体动机与认知益处的感知显着相关。毫不奇怪,游戏乐趣也可以预测动机。最后,认为他们被分配玩的游戏更具挑战性的老年人更有可能相信该游戏会提高认知度。这些发现确定了一些态度和信念,这些态度和信念可能旨在激发老年人坚持以数字游戏为基础的干预措施,以提高认知度。为了更好地探索与未来干预依从性相关的因素,我们建议进行更长的研究时间,并允许在游戏玩法数量上有更大的灵活性和更多的选择(而不是由实验者确定的固定时间表来决定游戏玩法,而使游戏的可变性更小)。由个体差异因素来解释)。

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