Abstract
Research on video games' effect on cognition and behaviour has been extensive, yet little research has explored nondigital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (= age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults. Older adults play for fun, but also to help maintain their cognition. Regression analyses indicated various socio-demographic factors - age, education, gender, and race - were independently associated with perceived benefits from game playing. The results thus emphasize the importance of non-digital game playing in this population and suggest that efforts to facilitate game playing may improve social interactions and quality of life.
Original language | English |
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Pages (from-to) | 342-350 |
Number of pages | 9 |
Journal | Canadian Journal on Aging |
Volume | 36 |
Issue number | 3 |
DOIs | |
State | Published - 1 Sep 2017 |
Externally published | Yes |
Keywords
- Aging
- Games
- Non-digital game
- Older adults
- Social interaction