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VIDEO GAMES AND THE ELDERLY
Open accessAbstract
This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogameplaying experimental group or a nonplaying control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test; Steinberg, 1969), cognitive/perceptual adaptability (Stroop Color Word Test; Stroop, 1935), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in selfreported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.
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Cited by
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Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008) · Psychology and Aging · doi:10.1037/a0013494 · Cited by 855
Exercising your brain: A review of human brain plasticity and training-induced learning.
Green, C. S., & Bavelier, D. (2008) · Psychology and Aging · doi:10.1037/a0014345 · Cited by 660
Computerized Cognitive Training with Older Adults: A Systematic Review
Kueider, A. M., Parisi, J. M., Gross, A. L., & Rebok, G. W. (2012) · PLoS ONE · doi:10.1371/journal.pone.0040588 · Cited by 656
Digital game design for elderly users
Ijsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007) · Proceedings of the 2007 conference on Future Play - Future Play '07 · doi:10.1145/1328202.1328206 · Cited by 532
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
Metadata
- Authors
- Goldstein, J., Cajko, L., Oosterbroek, M., Michielsen, M., Van Houten, O., & Salverda, F.
- Venue
- Social Behavior and Personality: an international journal
- Publisher
- Scientific Journal Publishers Ltd
- Published
- 1997-01-01
- Volume
- 25
- Issue
- 4
- Pages
- 345-352
- ISSN
- 0301-2212 (ISSN-L)
- OpenAlex
- W2049914581
- Cited by
- 199
- References
- 0
- FWCI
- 0.00
- Type
- journal article
- Language
- en
- Open access
- diamond
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- Goldstein, J., Cajko, L., Oosterbroek, M., Michielsen, M., Van Houten, O., & Salverda, F. (1997). VIDEO GAMES AND THE ELDERLY. Social Behavior and Personality: an international journal. https://doi.org/10.2224/sbp.1997.25.4.345
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.