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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  Data: Games for active ageing, well-being and quality of life: a pilot study.
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  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)
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  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.
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  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>
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  Data: <searchLink fieldCode="DE" term="%22Portugal%22">Portugal</searchLink>
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  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
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  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.)
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RecordInfo BibRecord:
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    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.
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            NameFull: Costa, Liliana Vale
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            NameFull: Veloso, Ana Isabel
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            NameFull: Loizou, Michael
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            NameFull: Arnab, Sylvester
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              M: 08
              Text: Aug2018
              Type: published
              Y: 2018
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