What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.
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DOI:
10.2196/games.7025
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发表时间:
2017-04-18
期刊:
影响因子:
4
通讯作者:
Nef, Tobias
Nef, Tobias
中科院分区:
医学3区
文献类型:
--
作者:
Chesham, Alvin;Wyss, Patric;Nef, Tobias

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背景:在最近的计算机认知训练研究中,电子游戏已经成为一种有前途的工具,可以有益于认知功能和健康。尽管大多数电子游戏训练研究使用的是第一人称射击(FPS)动作电子游戏,但随后的研究发现,老年人不喜欢这种类型的游戏,通常更喜欢休闲电子游戏(cgg),这是电子游戏的一种子类,易于学习,使用简单的规则和界面。与其他电子游戏一样,基于规则导向的游戏互动,cvg也被划分为不同类型(如益智游戏)。重要的是,游戏类型不仅会影响到cvg对互动的易用性和认知能力的要求,还会影响到老年人是否愿意玩某种特定类型的游戏。到目前为止,还缺乏关于不同CVG类型如何与老年人产生共鸣的研究。目的:本研究的目的是调查老年人在多大程度上喜欢不同类型的CVG,以及他们的CVG特征是如何被评价的。方法:共有16名65岁及以上的健康成年人测试了4种类型的7个cvg:休闲动作、益智、模拟和策略电子游戏。之后,他们使用游戏体验问卷(CEGEQ)核心元素中的4个量表来评估休闲游戏偏好和对休闲游戏特征的接受程度。为此,参与者评估了他们对游戏的喜爱程度(享受程度)、对游戏规则的理解程度(游戏玩法)、对游戏操作的掌握程度(控制程度)以及对游戏的掌控程度(所有权程度)。结果:总体而言,所有CVG类型的休闲游戏特征的享受度和接受度都很高,并且明显高于评分量表的中点。混合模型分析显示,CVG类型显著影响了玩家对游戏乐趣和休闲游戏特征的评价。参与者对休闲益智游戏的平均享受度(平均为0.95 / 1.00)明显高于休闲模拟游戏(平均为0.75和0.73)。就休闲游戏特征而言,休闲益智和模拟游戏的可玩性评分明显高于休闲动作游戏。同样地,参与者在休闲益智游戏中的控制等级明显高于休闲动作和模拟游戏。最后,休闲益智和策略游戏的所有权比例明显高于休闲动作游戏。结论:本研究结果表明,CVGs具有适合老年人的特点和乐趣。此外,我们还发现类型会影响CVG特征的享受和评级,这表明益智游戏特别容易理解、学习和玩,而且很有趣。未来的研究应继续探索CVG干预在改善老年人认知功能、日常功能和幸福感方面的潜力。我们发现,在患有痴呆症或脑损伤导致的认知障碍的人群中,cvg具有特殊的潜力。
BACKGROUND: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking.OBJECTIVE: The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated.METHODS: A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership).RESULTS: Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants' mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game characteristics, casual puzzle and simulation games were given significantly higher game-play ratings than casual action games. Similarly, participants' control ratings for casual puzzle games were significantly higher than that for casual action and simulation games. Finally, ownership was rated significantly higher for casual puzzle and strategy games than for casual action games.CONCLUSIONS: The findings of this study show that CVGs have characteristics that are suitable and enjoyable for older adults. In addition, genre was found to influence enjoyment and ratings of CVG characteristics, indicating that puzzle games are particularly easy to understand, learn, and play, and are enjoyable. Future studies should continue exploring the potential of CVG interventions for older adults in improving cognitive function, everyday functioning, and well-being. We see particular potential for CVGs in people suffering from cognitive impairment due to dementia or brain injury.