However, interindividual variations in game perception and motivation are important factors that engender the game-playing experience. Several studies have shown that in general, more seniors prefer the ease and pleasure of casual games (preferably with an intellectual component) over more cognitively demanding action games. These neurological signals may transfer to positive psychological effects such as enjoyment and challenge resulting from gameplaying. Successful games foster time-on-task and promote more effective learning because they raise motivation and arouse players’ interest, for instance, by providing instantaneous and informative feedback, intrinsic rewards, and features that allow players to self-assess and adjust the levels of game difficulty to their skills. Īt present, the inadequate design of computer games and low accessibility of game technologies are the major impediments to their adoption by seniors. An empirical framework to evaluate the efficacy of different game-based health interventions that bridges these two fields is much needed. Currently, there are two dominant research streams addressing the complexity of developing serious games for seniors: (1) game designers evaluate the effectiveness of a game in terms of accessibility and meaningful and enjoyable play, and (2) health researchers focus mainly on their cognitive or specific motor-related effects in controlled trials. Īlthough emerging data suggest that digital playing can improve cognitive, physical, and emotional health in older adults, the results are not conclusive. To develop serious games (ie, games in which the intention is to benefit tangibly from game play and attempt to deliver cognitive, emotional, or rehabilitation training to older adults) is a growing trend. Research indicates that many older adults are onboard with serious digital play. Digital games have several potential advantages: they may offer higher sensory stimulation by their visual and sound effects they may challenge executive and motor skills, visual attention, and speed of reaction in decision making and they can also be customized in interface or level of difficulty. Playing games alone offers relaxation and distraction. Playing games together is a social activity that may mitigate feelings of isolation. Games are pleasurable activities when they offer a balanced mixture of challenge, reward, and competition. Playing digital games is quickly becoming a common pastime for many older adults. Group differences in ambulatory signals did not reach statistical significance however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group. Session×activity effects were significant on all ambulatory measures (χ 2 10>20 P4 P<.04).
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