Examining the Cognitive, Psychological, and Social Effects of Regular Digital Game Playing in Older Adults

Project no. 24184 · Status: Kapanmış (Yayın bekleniyor) · 2022

Summary

<p>The&nbsp;aging&nbsp;period&nbsp;is&nbsp;a&nbsp;critical&nbsp;stage&nbsp;during&nbsp;which&nbsp;individuals&nbsp;experience&nbsp;various&nbsp;changes&nbsp;not&nbsp;only&nbsp;physically&nbsp;but&nbsp;also&nbsp;in&nbsp;cognitive&nbsp;and&nbsp;psychological&nbsp;functions.&nbsp;During&nbsp;this&nbsp;stage,&nbsp;it&nbsp;is&nbsp;essential&nbsp;to&nbsp;preserve&nbsp;and&nbsp;enhance&nbsp;anxiety&nbsp;management,&nbsp;stress&nbsp;regulation,&nbsp;social&nbsp;participation,&nbsp;and&nbsp;cognitive&nbsp;performance,&nbsp;all&nbsp;of&nbsp;which&nbsp;directly&nbsp;impact&nbsp;quality&nbsp;of&nbsp;life.&nbsp;This&nbsp;study&nbsp;aims&nbsp;to&nbsp;examine&nbsp;the&nbsp;effects&nbsp;of&nbsp;regular&nbsp;digital&nbsp;game&nbsp;playing&nbsp;on&nbsp;the&nbsp;psychological&nbsp;state,&nbsp;social&nbsp;participation,&nbsp;and&nbsp;cognitive&nbsp;performance&nbsp;of&nbsp;individuals&nbsp;aged&nbsp;65&nbsp;and&nbsp;over.&nbsp;The&nbsp;research&nbsp;was&nbsp;structured&nbsp;within&nbsp;the&nbsp;framework&nbsp;of&nbsp;an&nbsp;embedded&nbsp;mixed&nbsp;methods&nbsp;design,&nbsp;which&nbsp;combines&nbsp;both&nbsp;quantitative&nbsp;and&nbsp;qualitative&nbsp;data&nbsp;collection&nbsp;approaches.&nbsp;The&nbsp;data&nbsp;collection&nbsp;process&nbsp;was&nbsp;modeled&nbsp;based&nbsp;on&nbsp;a&nbsp;pre&nbsp;test,&nbsp;post-test&nbsp;control&nbsp;group&nbsp;experimental&nbsp;design.&nbsp;The&nbsp;study&nbsp;was&nbsp;conducted&nbsp;with&nbsp;48&nbsp;elderly&nbsp;individuals&nbsp;aged&nbsp;65&nbsp;and&nbsp;over,&nbsp;residing&nbsp;in&nbsp;a&nbsp;nursing&nbsp;home&nbsp;affiliated&nbsp;with&nbsp;the&nbsp;Ministry&nbsp;of&nbsp;Family&nbsp;and&nbsp;Social&nbsp;Services&nbsp;in&nbsp;İzmir,&nbsp;who&nbsp;were&nbsp;cognitively&nbsp;and&nbsp;physically&nbsp;able&nbsp;to&nbsp;function&nbsp;independently.&nbsp;Following&nbsp;the&nbsp;pretest&nbsp;assessments,&nbsp;participants&nbsp;were&nbsp;assigned&nbsp;to&nbsp;experimental&nbsp;and&nbsp;control&nbsp;groups&nbsp;through&nbsp;stratified&nbsp;randomization.&nbsp;Participants&nbsp;in&nbsp;the&nbsp;experimental&nbsp;group&nbsp;engaged&nbsp;in&nbsp;digital&nbsp;game&nbsp;sessions&nbsp;three&nbsp;times&nbsp;a&nbsp;week,&nbsp;each&nbsp;lasting&nbsp;up&nbsp;to&nbsp;one&nbsp;hour,&nbsp;over&nbsp;a&nbsp;period&nbsp;of&nbsp;eight&nbsp;weeks.&nbsp;No&nbsp;intervention&nbsp;was&nbsp;applied&nbsp;to&nbsp;the&nbsp;control&nbsp;group.&nbsp;Psychological&nbsp;states&nbsp;of&nbsp;the&nbsp;participants&nbsp;were&nbsp;assessed&nbsp;using&nbsp;the&nbsp;“State-Trait&nbsp;Anxiety&nbsp;Inventory&nbsp;(STAI),”&nbsp;while&nbsp;stress&nbsp;levels&nbsp;were&nbsp;measured&nbsp;via&nbsp;the&nbsp;“Visual&nbsp;Analog&nbsp;Scale&nbsp;(VAS).”&nbsp;To&nbsp;evaluate&nbsp;cognitive&nbsp;performance,&nbsp;tests&nbsp;from&nbsp;the&nbsp;Psychology&nbsp;Experiment&nbsp;Building&nbsp;Language&nbsp;(PEBL)&nbsp;battery&nbsp;namely,&nbsp;Change&nbsp;Detection,&nbsp;Timewall,&nbsp;Flanker,&nbsp;and&nbsp;Corsi&nbsp;Block&nbsp;tests&nbsp;were&nbsp;employed.&nbsp;Social&nbsp;participation&nbsp;levels&nbsp;were&nbsp;determined&nbsp;using&nbsp;a&nbsp;semi-structured&nbsp;qualitative&nbsp;interview&nbsp;form&nbsp;consisting&nbsp;of&nbsp;three&nbsp;open-ended&nbsp;questions&nbsp;developed&nbsp;based&nbsp;on&nbsp;a&nbsp;literature&nbsp;review.&nbsp;Quantitative&nbsp;data&nbsp;were&nbsp;analyzed&nbsp;using&nbsp;IBM&nbsp;SPSS&nbsp;Statistics&nbsp;27,&nbsp;while&nbsp;qualitative&nbsp;data&nbsp;were&nbsp;evaluated&nbsp;through&nbsp;content&nbsp;analysis&nbsp;using&nbsp;the&nbsp;MAXQDA&nbsp;software.&nbsp;Findings&nbsp;revealed&nbsp;a&nbsp;significant&nbsp;decrease&nbsp;in&nbsp;state&nbsp;anxiety&nbsp;levels&nbsp;in&nbsp;the&nbsp;experimental&nbsp;group&nbsp;following&nbsp;the&nbsp;digital&nbsp;game&nbsp;intervention.&nbsp;Additionally,&nbsp;anxiety&nbsp;levels&nbsp;of&nbsp;the&nbsp;experimental&nbsp;group&nbsp;were&nbsp;significantly&nbsp;lower&nbsp;compared&nbsp;to&nbsp;the&nbsp;control&nbsp;group.&nbsp;In&nbsp;terms&nbsp;&nbsp;of&nbsp;cognitive&nbsp;performance,&nbsp;participants&nbsp;in&nbsp;the&nbsp;experimental&nbsp;group&nbsp;demonstrated&nbsp;a&nbsp;notable&nbsp;improvement&nbsp;following&nbsp;the&nbsp;intervention,&nbsp;and&nbsp;their&nbsp;posttest&nbsp;scores&nbsp;were&nbsp;significantly&nbsp;higher&nbsp;than&nbsp;those&nbsp;of&nbsp;the&nbsp;control&nbsp;group.&nbsp;Qualitative&nbsp;findings&nbsp;indicated&nbsp;an&nbsp;increase&nbsp;in&nbsp;social&nbsp;participation&nbsp;levels;&nbsp;participants&nbsp;expressed&nbsp;their&nbsp;satisfaction&nbsp;with&nbsp;the&nbsp;digital&nbsp;gaming&nbsp;experience&nbsp;during&nbsp;the&nbsp;posttest&nbsp;interviews&nbsp;through&nbsp;themes&nbsp;such&nbsp;as&nbsp;“Individual&nbsp;Impact,&nbsp;Importance&nbsp;of&nbsp;the&nbsp;Activity,&nbsp;Positive&nbsp;Emotions,&nbsp;Desire&nbsp;to&nbsp;Socialize,&nbsp;Social&nbsp;Awareness,&nbsp;and&nbsp;Negative&nbsp;Environmental&nbsp;Influences.”&nbsp;This&nbsp;study&nbsp;demonstrates&nbsp;that&nbsp;digital&nbsp;games&nbsp;can&nbsp;be&nbsp;utilized&nbsp;not&nbsp;merely&nbsp;as&nbsp;a&nbsp;means&nbsp;of&nbsp;entertainment&nbsp;but&nbsp;also&nbsp;as&nbsp;a&nbsp;supportive&nbsp;tool&nbsp;for&nbsp;enhancing&nbsp;the&nbsp;psychological,&nbsp;social,&nbsp;and&nbsp;cognitive&nbsp;well-being&nbsp;of&nbsp;older&nbsp;adults.&nbsp;Furthermore,&nbsp;it&nbsp;was&nbsp;found&nbsp;that&nbsp;regular&nbsp;digital&nbsp;game&nbsp;playing&nbsp;has&nbsp;positive&nbsp;effects&nbsp;in&nbsp;reducing&nbsp;anxiety&nbsp;and&nbsp;stress&nbsp;levels,&nbsp;improving&nbsp;cognitive&nbsp;performance,&nbsp;and&nbsp;increasing&nbsp;social&nbsp;engagement&nbsp;among&nbsp;individuals&nbsp;aged&nbsp;65&nbsp;and&nbsp;over.&nbsp;The&nbsp;findings&nbsp;also&nbsp;emphasize&nbsp;the&nbsp;need&nbsp;for&nbsp;institutional&nbsp;programs&nbsp;to&nbsp;support&nbsp;the&nbsp;integration&nbsp;of&nbsp;elderly&nbsp;individuals&nbsp;into&nbsp;the&nbsp;digital&nbsp;world.&nbsp;Future&nbsp;research&nbsp;is&nbsp;recommended&nbsp;to&nbsp;explore&nbsp;the&nbsp;long-term&nbsp;effects&nbsp;of&nbsp;digital&nbsp;game&nbsp;interventions&nbsp;across&nbsp;different&nbsp;age&nbsp;groups&nbsp;and&nbsp;various&nbsp;types&nbsp;of&nbsp;games.</p>

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