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Increasing Adherence in Aging Interventions Using Action Video Games by Adding a Social Component

Title: Increasing Adherence in Aging Interventions Using Action Video Games by Adding a Social Component: Investigating the Interaction Between Game Type and Multiplayer Game-Play.
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Name(s): Souders, Dustin J., author
Charness, Neil, professor directing thesis
Boot, Walter R., committee member
Shute, Valerie, committee member
Sachs-Ericsson, Natalie, committee member
Department of Psychology, degree granting department
Florida State University, degree granting institution
Type of Resource: text
Genre: Text
Issuance: monographic
Date Issued: 2013
Publisher: Florida State University
Place of Publication: Tallahassee, Florida
Physical Form: computer
online resource
Extent: 1 online resource
Language(s): English
Abstract/Description: Video game interventions have shown promise for both younger (e.g., Powers et al., 2013) and older populations (e.g., Basak, Boot, Voss, & Kramer, 2008) in improving various cognitive abilities. A recent video game intervention study with older adults (Boot et al., 2013) observed a disparity in adherence between the action video game and the brain-training game groups. The current study sought to increase adherence in future video game intervention studies in this population by investigating older adult video game preferences for game type (competitive or cooperative), as well as playing alone or with a partner. Data from 50 older participants who were randomly assigned to play a cooperative action game (Lego Star Wars: The Complete Saga) or a competitive action game (Mario Kart DS) either alone, or with their spouse or partner is reported. The a priori hypothesis that older adults would play a cooperative game longer than a competitive game was not upheld (F(1, 42) = 0.193, p = 0.663, Partial η2 = .005), and the hypothesis that older adults would report enjoying a cooperative game more than a competitive game was found to be significant opposite the hypothesized direction (F(1, 42) = 9.439, p < 0.004, Partial η2 = 0.187). Playing either game with their spouse/partner was not found to produce any significant difference over playing their game alone in average session enjoyment rating (F(1, 42) = 0.399, p = 0.531, η2 = 0.010), or total time played (F(1, 42) = 2.816, p = 0.101, Partial η2 = 0.064). Recommendations for future gaming intervention studies in older populations are discussed.
Identifier: FSU_migr_etd-8718 (IID)
Submitted Note: A Thesis submitted to the Department of Psychology in partial fulfillment of the requirements for the degree of Master of Arts.
Degree Awarded: Fall Semester, 2013.
Date of Defense: August 20, 2013.
Keywords: Adherence, Aging, Aging Interventions, Video Games
Bibliography Note: Includes bibliographical references.
Advisory Committee: Neil Charness, Professor Directing Thesis; Walter R. Boot, Committee Member; Valerie Shute, Committee Member; Natalie Sachs-Ericsson, Committee Member.
Subject(s): Psychology
Neurosciences
Persistent Link to This Record: http://purl.flvc.org/fsu/fd/FSU_migr_etd-8718
Owner Institution: FSU

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Souders, D. J. (2013). Increasing Adherence in Aging Interventions Using Action Video Games by Adding a Social Component: Investigating the Interaction Between Game Type and Multiplayer Game-Play. Retrieved from http://purl.flvc.org/fsu/fd/FSU_migr_etd-8718