TY - GEN
T1 - Can seniors' quality of life be enhanced through the use of digital games? Definition and measurement
AU - Renaud, Lise
AU - Sauvé, Louise
AU - Kaufman, David
AU - Duplàa, Emmanuel
PY - 2014
Y1 - 2014
N2 - Our Canadian project is investigating the use of digital games to enhance seniors' quality of life. By digital games we mean games played face-to-face or online on a computer, handheld device, or videogame machine. A shift is occurring towards an aging population as the proportion of people aged 60 and over is growing rapidly. Successful aging, that is, maintaining an independent, positive and meaningful quality of life, is a continual challenge for seniors, yet it is paramount for individual seniors, their families, and society. The potential for technology to support seniors living well and experiencing things that make life worth living has received much less attention than the mental and social challenges they face. However, evidence suggests that technology can provide people with meaningful and engaging activities that are stimulating, enjoyable and fun. In particular, technology-based games promise many benefits to seniors, but research evidence is sparse about whether and how these can be obtained. What do we know about quality of life measurements needed to create effective online educational games for seniors? A literature review was conducted as part of a development project to flesh out a number of issues: (1) Can seniors' quality of life be enhanced through the use of digital games? (2) What is the definition of quality of life? 3) How can it be measured? 4 Which dimensions and items could best capture this concept as an outcomes impact of digital games on seniors? This article presents some researches on quality of life and gaming, as well as a variety of approaches to measure quality of life; it also discusses some recommendations for future studies in order to enable them to take full advantage of the positive impact game design can have on seniors' quality of life.
AB - Our Canadian project is investigating the use of digital games to enhance seniors' quality of life. By digital games we mean games played face-to-face or online on a computer, handheld device, or videogame machine. A shift is occurring towards an aging population as the proportion of people aged 60 and over is growing rapidly. Successful aging, that is, maintaining an independent, positive and meaningful quality of life, is a continual challenge for seniors, yet it is paramount for individual seniors, their families, and society. The potential for technology to support seniors living well and experiencing things that make life worth living has received much less attention than the mental and social challenges they face. However, evidence suggests that technology can provide people with meaningful and engaging activities that are stimulating, enjoyable and fun. In particular, technology-based games promise many benefits to seniors, but research evidence is sparse about whether and how these can be obtained. What do we know about quality of life measurements needed to create effective online educational games for seniors? A literature review was conducted as part of a development project to flesh out a number of issues: (1) Can seniors' quality of life be enhanced through the use of digital games? (2) What is the definition of quality of life? 3) How can it be measured? 4 Which dimensions and items could best capture this concept as an outcomes impact of digital games on seniors? This article presents some researches on quality of life and gaming, as well as a variety of approaches to measure quality of life; it also discusses some recommendations for future studies in order to enable them to take full advantage of the positive impact game design can have on seniors' quality of life.
KW - Digital game
KW - Educational game
KW - Quality of life
KW - Senior
UR - http://www.scopus.com/inward/record.url?scp=84910072319&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84910072319
T3 - Proceedings of the International Conference on e-Learning, ICEL
SP - 150
EP - 156
BT - Proceedings of the International Conference on e-Learning, ICEL
A2 - Yanez, Teresita Arenas
A2 - Griffiths, Paul
A2 - Rodriguez, Oscar Saavedra
PB - Academic Conferences Limited
T2 - 9th International Conference on e-Learning, ICEL 2014
Y2 - 26 June 2014 through 27 June 2014
ER -