Games for active ageing, well-being and quality of life: a pilot study.
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| 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 |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 131209747 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Games for active ageing, well-being and quality of life: a pilot study. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Costa%2C+Liliana+Vale%22">Costa, Liliana Vale</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Veloso%2C+Ana+Isabel%22">Veloso, Ana Isabel</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Loizou%2C+Michael%22">Loizou, Michael</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Arnab%2C+Sylvester%22">Arnab, Sylvester</searchLink> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Behaviour+%26+Information+Technology%22">Behaviour & Information Technology</searchLink>. Aug2018, Vol. 37 Issue 8, p842-854. 13p. 1 Chart, 9 Graphs. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Action+research%22">Action research</searchLink><br /><searchLink fieldCode="DE" term="%22Aging%22">Aging</searchLink><br /><searchLink fieldCode="DE" term="%22Analysis+of+variance%22">Analysis of variance</searchLink><br /><searchLink fieldCode="DE" term="%22Experimental+design%22">Experimental design</searchLink><br /><searchLink fieldCode="DE" term="%22Games%22">Games</searchLink><br /><searchLink fieldCode="DE" term="%22Health+surveys%22">Health surveys</searchLink><br /><searchLink fieldCode="DE" term="%22Research+methodology%22">Research methodology</searchLink><br /><searchLink fieldCode="DE" term="%22Mental+health%22">Mental health</searchLink><br /><searchLink fieldCode="DE" term="%22Sensory+perception%22">Sensory perception</searchLink><br /><searchLink fieldCode="DE" term="%22Quality+of+life%22">Quality of life</searchLink><br /><searchLink fieldCode="DE" term="%22Questionnaires%22">Questionnaires</searchLink><br /><searchLink fieldCode="DE" term="%22Research%22">Research</searchLink><br /><searchLink fieldCode="DE" term="%22Research+funding%22">Research funding</searchLink><br /><searchLink fieldCode="DE" term="%22Statistical+sampling%22">Statistical sampling</searchLink><br /><searchLink fieldCode="DE" term="%22Pilot+projects%22">Pilot projects</searchLink><br /><searchLink fieldCode="DE" term="%22Well-being%22">Well-being</searchLink><br /><searchLink fieldCode="DE" term="%22Control+groups%22">Control groups</searchLink><br /><searchLink fieldCode="DE" term="%22Physical+activity%22">Physical activity</searchLink><br /><searchLink fieldCode="DE" term="%22Data+analysis+software%22">Data analysis software</searchLink><br /><searchLink fieldCode="DE" term="%22Old+age%22">Old age</searchLink> – Name: SubjectGeographic Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Portugal%22">Portugal</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: 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] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>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.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=131209747 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/0144929X.2018.1485744 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 13 StartPage: 842 Subjects: – SubjectFull: Action research Type: general – SubjectFull: Aging Type: general – SubjectFull: Analysis of variance Type: general – SubjectFull: Experimental design Type: general – SubjectFull: Games Type: general – SubjectFull: Health surveys Type: general – SubjectFull: Research methodology Type: general – SubjectFull: Mental health Type: general – SubjectFull: Sensory perception Type: general – SubjectFull: Quality of life Type: general – SubjectFull: Questionnaires Type: general – SubjectFull: Research Type: general – SubjectFull: Research funding Type: general – SubjectFull: Statistical sampling Type: general – SubjectFull: Pilot projects Type: general – SubjectFull: Well-being Type: general – SubjectFull: Control groups Type: general – SubjectFull: Physical activity Type: general – SubjectFull: Data analysis software Type: general – SubjectFull: Old age Type: general – SubjectFull: Portugal Type: general Titles: – TitleFull: Games for active ageing, well-being and quality of life: a pilot study. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Costa, Liliana Vale – PersonEntity: Name: NameFull: Veloso, Ana Isabel – PersonEntity: Name: NameFull: Loizou, Michael – PersonEntity: Name: NameFull: Arnab, Sylvester IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 08 Text: Aug2018 Type: published Y: 2018 Identifiers: – Type: issn-print Value: 0144929X Numbering: – Type: volume Value: 37 – Type: issue Value: 8 Titles: – TitleFull: Behaviour & Information Technology Type: main |
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