Older Adults' Engagement With a Video Game Training Program

被引:39
|
作者
Belchior, Patricia [1 ]
Marsiske, Michael [2 ]
Sisco, Shannon [2 ]
Yam, Anna [2 ]
Mann, William [3 ]
机构
[1] McGill Univ, Sch Phys & Occupat Therapy, Hosmer House,3654 Promenade Sir William Osler, Montreal, PQ H3G 1Y5, Canada
[2] Univ Florida, Dept Clin & Hlth Psychol, Gainesville, FL USA
[3] Univ Florida, Occupat Therapy Dept, Gainesville, FL USA
关键词
aging; flow; engagement; videogames; older adults;
D O I
10.1080/01924788.2012.702307
中图分类号
R4 [临床医学]; R592 [老年病学];
学科分类号
1002 ; 100203 ; 100602 ;
摘要
The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of flow (Csikszentmihalyi, 1975). Forty-five older adults were randomized to receive practice with an action game (Medal of Honor), a puzzle-like game (Tetris), or a gold-standard useful field of view (UFOV) training program. Both Medal of Honor and Tetris participants reported significantly higher flow ratings at the conclusion, relative to the onset of training. Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with flow theory (Csikszentmihalyi, 1975).
引用
收藏
页码:269 / 279
页数:11
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