Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old
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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The active control group played two casual video games used in previous training studies, which do not specifically tap WM processes.
“This active control group played two casual video games used in previous training studies [15, 54–57], which do not specifically tap WM processes.”
From Nearest transfer effects of working memory training: A comparison of two programs focused on working memory updating (2019) · cites this paper as [57]
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- Authors
- Whitbourne, S. K., Ellenberg, S., & Akimoto, K.
- Affiliations
- University of Massachusetts Amherst (US)
- Venue
- Cyberpsychology Behavior and Social Networking
- Publisher
- SAGE Publications
- 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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