Games for active ageing, well-being and quality of life: a pilot study.
Saved in:
| Title: | Games for active ageing, well-being and quality of life: a pilot study. |
|---|---|
| Authors: | Costa, Liliana Vale (AUTHOR), Veloso, Ana Isabel (AUTHOR), Loizou, Michael (AUTHOR), Arnab, Sylvester (AUTHOR) |
| Source: | Behaviour & Information Technology. Aug2018, Vol. 37 Issue 8, p842-854. 13p. 1 Chart, 9 Graphs. |
| Subjects: | Action research, Aging, Analysis of variance, Experimental design, Games, Health surveys, Research methodology, Mental health, Sensory perception, Quality of life, Questionnaires, Research, Research funding, Statistical sampling, Pilot projects, Well-being, Control groups, Physical activity, Data analysis software, Old age |
| Geographic Terms: | Portugal |
| Abstract: | The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly assigned to three groups: the experimental group (G1), who tested firstly a game-based learning platform (GBLP) and then a computer-assisted platform (CAP); the comparison group (G2), who tested firstly the CAP and then the GBLP and the control group (G3) that did not take part in the intervention. Participants were assessed on their health-related well-being and quality of life, using the SF36v2 and WHOQOL-BREF scales before and after each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p = .029) and general healthrelated well-being (F(2,57) = 5.231, p = .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered, whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games. [ABSTRACT FROM AUTHOR] |
| Copyright of Behaviour & Information Technology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Psychology and Behavioral Sciences Collection |
|
Full text is not displayed to guests.
Login for full access.
|
|
| Abstract: | The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly assigned to three groups: the experimental group (G1), who tested firstly a game-based learning platform (GBLP) and then a computer-assisted platform (CAP); the comparison group (G2), who tested firstly the CAP and then the GBLP and the control group (G3) that did not take part in the intervention. Participants were assessed on their health-related well-being and quality of life, using the SF36v2 and WHOQOL-BREF scales before and after each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p = .029) and general healthrelated well-being (F(2,57) = 5.231, p = .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered, whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games. [ABSTRACT FROM AUTHOR] |
|---|---|
| ISSN: | 0144929X |
| DOI: | 10.1080/0144929X.2018.1485744 |