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Video Games and Well-Being in Older People

A special issue of International Journal of Environmental Research and Public Health (ISSN 1660-4601). This special issue belongs to the section "Aging".

Deadline for manuscript submissions: closed (30 September 2022) | Viewed by 2799

Special Issue Editors


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Guest Editor
Department of Theory of Education, University of Salamanca, 37008 Salamanca, Spain
Interests: social pedagogy; gerontechnology; eldergames; blended learning

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Guest Editor
Department of Psychobiology, University of Valencia, 46010 Valencia, Spain
Interests: neuroscience; technology; older adults; dementia prevention; aging

Special Issue Information

Dear Colleagues, 

Worldwide, active ageing has been revealed to be one of the social strategies with the greatest preventive power and the ability to improve the quality of life of older adults, with beneficial effects in the reduction in economic, health and social care costs associated with ageing. The use of video games (serious games) within the framework of gerontechnology and positive technology is one of the current topics of greatest expansion and interest for the international scientific community, video game developers and public decision-makers with a view to promote active ageing. In a preliminary stage, the focus of this interest has been on the effect of video games on cognitive training and therapeutic intervention based on digital games as a means of supporting the development of cognitive skills in the elderly. In this monographic issue, in addition to the cognitive aspects, we are particularly interested in paying attention to the socio-affective dimension. This involves analysing the extent to which the use of different types of digital games, such as causal games, serious games, social games and educational games, is related to the emotional and social well-being of older adults.  Whilst research on this topic grows annually, substantial gaps remain. Our hope is that this Special Issue will help fill this gap and present evidence in an organised and focused manner. To this end, we are specifically interested in papers emphasising, but not limited to, the following areas: 

  • The role of social and educational video games in the functional improvement, autonomy and general well-being of the elderly;
  • The examination of the socioemotional impacts of gaming on older adults (+60);
  • The presentation of evidence on the effects of digital games on the improvement of social interaction and inclusion of the elderly;
  • The assessment of the potential of video games on intergenerational relationships and perceptions (children/young people and older people);
  • The analysis or presentation of evidence on the role of video games, digital games and/or interactive network games in improving social interaction and active participation, belonging and social engagement of the elderly;
  • Technological devices based on video games for e-leisure and older adults’ entertainment;
  • The role of serious games in the early diagnosis of cognitive decline and dementia. 

We look forward to receiving your contributions. 

Abd-Alrazaq, A., Al-Jafar, E., Alajlani, M., Toro, C., Alhuwail, D., Ahmed, A., ... & Househ, M. (2022). The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis. JMIR Serious Games10(1), e32331.

Grossi, G., Lanzarotti, R., Napoletano, P., Noceti, N., & Odone, F. (2020). Positive technology for elderly well-being: A review. Pattern Recognition Letters137, 61-70.

Lee, Y. H. (2019). Older adults’ digital gameplay, social capital, social connectedness, and civic participation. Game Studies1(19).

de Souza Santos, F., de Lima Salgado, A., & de Mattos Fortes, R. P. (2018). Um Mapeamento Sistemático sobre Acessibilidade e Usabilidade no Desenvolvimento de Jogos Digitais para Idosos. iSys-Revista Brasileira de Sistemas de Informação11(2), 63-90.

Jinmoo Heo, Jungsu Ryu, Hyunmin Yang & Kyung Min Kim (2018): Serious

leisure and depression in older adults: a study of pickleball players, Leisure Studies, DOI:10.1080/02614367.2018.1477977

Kaufman, D., Ma, M., Sauve, L., Renaud, L., & Duplaa, E. (2019). Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference?. International Journal of Aging Research2(4).

Nguyen, T. T. H., Ishmatova, D., Tapanainen, T., Liukkonen, T. N., Katajapuu, N., Makila, T., & Luimula, M. (2017). Impact of serious games on health and well-being of elderly: a systematic review. In Proceedings of the 50th Hawaii International Conference on System Sciences. 3695-3704

Redolat, R., Fernández-Rios, M., Martinez, N., Moron, A., & Corachan, S. (2020). Scientific evidence for the use of" serious games" or therapeutic games in people with Alzheimer's Disease and other dementias. Technium Soc. Sci. J.12, 173.

Sauvé, L., Renaud, L., Kaufman, D., & Duplàa, E. (2015). Validation of the educational games for seniors: Live well, live healthy! Procedia – Social and Behavioural Sciences, 2015(February 20), 674-682. doi:10.1016/j.sbspro.2015.01.526

Vajawat, B., Varshney, P., & Banerjee, D. (2021). Digital gaming interventions in psychiatry: evidence, applications and challenges. Psychiatry Research295, 113585

Zhang, F., & Kaufman, D. (2016). Cognitive benefits of older adults' digital gameplay: A critical review. Gerontechnology, 15(1), 3 -16. doi:10.4017/gt.2016.15.1.002.00

Prof. Dr. Antonio Víctor Martín-García
Prof. Dr. Rosa Redolat
Guest Editors

Manuscript Submission Information

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Keywords

  • positive technology
  • eldergames
  • casual games
  • social and educational video games
  • interpersonal games
  • older adults
  • well-being
  • serious games
  • aging

Published Papers (1 paper)

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Research

11 pages, 2143 KiB  
Article
Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults
by Togo Onishi, Masayuki Yamasaki, Taketaka Hara, Tetsuya Hirotomi and Ryo Miyazaki
Int. J. Environ. Res. Public Health 2022, 19(18), 11683; https://doi.org/10.3390/ijerph191811683 - 16 Sep 2022
Cited by 3 | Viewed by 2261
Abstract
In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the [...] Read more.
In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8–10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games (p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women. Full article
(This article belongs to the Special Issue Video Games and Well-Being in Older People)
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