Cited by 73Educational Games and GamificationDigital Games and MediaTechnology Use by Older Adults

Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old

Whitbourne, Susan Krauss, Ellenberg, Stacy, Akimoto, Kyoko·2013·Cyberpsychology Behavior and Social Networking

Abstract

Casual video games (CVGs) are becoming increasingly popular among middle-aged and older adults, yet there are few studies documenting why adults of different ages play these games, what benefits they perceive, and how regularly they play. The present study compared the online survey responses of 10,308 adults ranging from 18 to 80 years of age to questions regarding PopCap's popular free online game, Bejeweled Blitz (BJB). All respondents cited playing against friends as their main reason for playing. However, there were differences by age in the second most frequently cited reason. Middle-aged adults cited stress relief, and older adults reported that they seek the game's challenges. As a result of playing CVGs, younger adults noted that they felt sharper and experienced improved memory; older adults were more likely to feel that their visuospatial skills and response time benefited. Adults aged 60 and older had heavier patterns of game play than did adults under the age of 60 years. A significant number of respondents (14.7%) spontaneously noted that they felt that BJB had addictive qualities. CVG players seem to be drawn into this activity by its social nature and to a certain extent by its reinforcing properties. Once involved, however, they believe that they derive a number of benefits that, for older adults, appear to offset declines in age-sensitive cognitive functions.

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Crossref · 10.1089/cyber.2012.0705

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Authors
Whitbourne, S. K., Ellenberg, S., & Akimoto, K.
Affiliations
University of Massachusetts Amherst (US)
Venue
Cyberpsychology Behavior and Social Networking
Published
2013-12
Volume
16
Issue
12
Pages
892-897
ISSN
  • 2152-2715 (ISSN-L)
  • 2152-2723
OpenAlex
W1994314152
Cited by
73
References
23
Citations by year
2025: 6 · 2024: 6 · 2023: 10 · 2022: 7 · 2021: 7 · 2020: 8 · 2019: 5 · 2018: 4 · 2017: 6 · 2016: 6 · 2015: 5 · 2014: 3
FWCI
9.65
Type
journal article
Language
en
Open access
closed
Locations
  • Cyberpsychology Behavior and Social Networking (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Demography › Technology Use by Older Adults
Keywords
older adults, middle-aged adults, age differences, stress reduction, cognitive benefits, visuospatial ability, reaction time (psychology), memory, gaming addiction, social play
MeSH terms
Adolescent, Adult, Aged, Aged, 80 and over, Cognition, Data Collection, Humans, Male, Memory, Middle Aged, Perception, Play and Playthings, Psychomotor Performance, Reaction Time, Behavior, Addictive, Video Games, Internet, Young Adult

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