Abstract
In this paper, we deploy and evaluate the potential of the Affective Game Planning for Health Applications (AGPHA) framework, that draws on Lazarus’ Appraisal Theory of Stress and Coping for evaluation of reflexive and reflexive response to a brain training game. Fourty two older adults (70.5 ± 4.5 years of age) took an electronic survey about attitude towards digital play. A smaller sample of this sample (n = 19) volunteered to participate in an experiment to play a simple brain training game (Simple MindGames) in a laboratory setting (PERFORM Centre, Montreal, Canada). The study was framed in a quantitative context and involved repeated measurements of physiological stress metrics (salivary cortisol, galvanic skin conductance, and heart rate). We found that those who participated in the experiment were less likely to consider digital games too hard to learn, age-inappropriate, or disruptive to real life. Physiological measures were correlated with some of game experience factors, namely perceived visual intensity of the games was correlated with cortisol levels (Spearman’s rho = 0.61, p < .01), and disliking the game was correlated with heart rate (rho = 0.47, p < .05) and EDA (rho = 0.53, p < .05). These physiological measures were indirectly linked to pre-playing assumptions about digital games being too hard to learn and disruptive to real life; and to the post-game assessment of the game as useless. Our findings underline the importance of appraisal factors that can make the experience of game playing stressful or enjoyable for older adults. Monitoring the primary appraisal factors, and iterative evaluation of secondary appraisal in different stages of game learning are important both in designing, and in clinical evaluation of games with expected health-related outcomes.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Marston, H.R., et al.: A scoping review of digital gaming research involving older adults aged 85 and older. Games Health J. 5(3), 157–174 (2016)
Marston, H.R., Smith, S.T.: Interactive videogame technologies to support independence in the elderly: a narrative review. Games Health J. 1(2), 139–152 (2012)
Loos, E., Kaufman, D.: Positive impact of exergaming on older adults’ mental and social well-being: in search of evidence. In: Zhou, J., Salvendy, G. (eds.) ITAP 2018. LNCS, vol. 10927, pp. 101–112. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-92037-5_9
Khalili-Mahani, N., De Schutter, B.: Affective game planning for health applications: quantitative extension of gerontoludic design based on the appraisal theory of stress and coping. JMIR Serious Games 7(2), e13303 (2019)
Folkman, S., Lazarus, R.S.: The relationship between coping and emotion: implications for theory and research. Soc. Sci. Med. 26(3), 309–317 (1988)
Cannon, W.B.: The Wisdom of the Body. W.W. Norton & Company, New York (1932). (xv p., 1 l., 19–312 p.)
Hubert, W., de Jong-Meyer, R.: Autonomic, neuroendocrine, and subjective responses to emotion-inducing film stimuli. Int. J. Psychophysiol. 11(2), 131–140 (1991)
Maguire, G.P., Maclean, A.W., Aitken, R.C.: Adaptation on repeated exposure to film-induced stress. Biol. Psychol. 1(1), 43–51 (1973)
Adamson, J.D., et al.: Physiological responses to sexual and unpleasant film stimuli. J. Psychosom. Res. 16(3), 153–162 (1972)
Goldstein, M.J., et al.: Coping style as a factor in psychophysiological response to a tension-arousing film. J. Pers. Soc. Psychol. 1, 290–302 (1965)
Carroll, D., et al.: Temporal consistency of individual differences in cardiac response to a video game. Biol. Psychol. 19(2), 81–93 (1984)
Selye, H.: Stress and distress. Compr. Ther. 1(8), 9–13 (1975)
Mason, J.W.: A review of psychoendocrine research on the pituitary-adrenal cortical system. Psychosom. Med. 30(5), 576–607 (1968). (Suppl)
Dickerson, S.S., Kemeny, M.E.: Acute stressors and cortisol responses: a theoretical integration and synthesis of laboratory research. Psychol. Bull. 130(3), 355–391 (2004)
Lazarus, R.S.: Emotions and interpersonal relationships: toward a person-centered conceptualization of emotions and coping. J. Pers. 74(1), 9–46 (2006)
Lazarus, R.S., Folkman, S.: Stress, Appraisal, and Coping, vol xiii, 445 p. Springer, New York (1984)
Larradet, F., Barresi, G., Mattos, L.S.: Effects of galvanic skin response feedback on user experience in gaze-controlled gaming: a pilot study. Conf. Proc. IEEE Eng. Med. Biol. Soc. 2017, 2458–2461 (2017)
Ortiz-Vigon Uriarte Ide, L., Garcia-Zapirain, B., Garcia-Chimeno, Y.: Game design to measure reflexes and attention based on biofeedback multi-sensor interaction. Sensors (Basel) 15(3), 6520–6548 (2015)
Mandryk, R.L., Inkpen, K.M., Calvert, T.W.: Using psychophysiological techniques to measure user experience with entertainment technologies. Behav. Inf. Technol. 25(2), 141–158 (2006)
Poels, K., et al.: Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time. Cyberpsychol. Behav. Soc. Netw. 15(1), 1–6 (2012)
van Reekum, C., et al.: Psychophysiological responses to appraisal dimensions in a computer game. Cogn. Emotion 18(5), 663–688 (2004)
Mandryk, R.L., Atkins, M.S.: A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies. Int. J. Hum.-Comput. Stud. 65(4), 329–347 (2007)
Hébert, S., et al.: Physiological stress response to video-game playing: the contribution of built-in music. Life Sci. 76(20), 2371–2380 (2005)
Khalili-Mahani, N., et al.: Reflective and reflexive stress responses of older Adults to three gaming experiences in relation to their cognitive abilities: a mixed methods study. JMIR Ment. Health 7(3), e12388 (2020). https://doi.org/10.2196/12388
Khalili-Mahani, N., et al.: For whom the games toll: a qualitative and intergenerational evaluation of what is serious in games for older adults. Computer Games (Special Issue: Intergenerational Games) (2020, submitted)
Schwarzer, R., Jerusalem, M.: Generalized self-efficacy scale, in measures in health psychology: a user’s portfolio. Causal Control Beliefs, pp. 35–37. NFER-NELSON: Windsor, England (1995)
Russell, D., Peplau, L.A., Ferguson, M.L.: Developing a measure of loneliness. J. Pers. Assess. 42(3), 290–294 (1978)
Hong, G.R., et al.: Reliability and validity of the Korean version of the perceived stress scale-10 (K-PSS-10) in older adults. Res. Gerontol. Nurs. 9(1), 45–51 (2016)
Khalili-Mahani, N., et al.: Hippocampal activation during a cognitive task is associated with subsequent neuroendocrine and cognitive responses to psychological stress. Hippocampus 20(2), 323–334 (2010)
Henckens, M.J., et al.: Interindividual differences in stress sensitivity: basal and stress-induced cortisol levels differentially predict neural vigilance processing under stress. Soc. Cogn. Affect Neurosci. 11(4), 663–673 (2016)
Drachen, A., et al.: Correlation between heart rate, electrodermal activity and player experience in first-person shooter games. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox 2010, pp. 49–54 (2010)
Kaufman, D., et al.: Older adults’ digital gameplay: patterns, benefits, and challenges. Simul. Gaming 47(4), 465–489 (2016)
De Schutter, B.: Never too old to play: the appeal of digital games to an older audience. Games Cult. 6(2), 155–170 (2011)
De Schutter, B., Malliet, S.: The older player of digital games: a classification based on perceived need satisfaction. Commun.-Eur. J. Commun. Res. 39(1), 67–87 (2014)
De Schutter, B., Brown, J.A.: Digital games as a source of enjoyment in later life. Games Cult. 11(1–2), 28–52 (2016)
Narme, P.: Benefits of game-based leisure activities in normal aging and dementia. Geriatr. Psychol. Neuropsychiatr. Vieil. 14(4), 420–428 (2016)
De Schutter, B., Abeele, V.V.: Towards a gerontoludic manifesto. Anthropol. Aging 36(2), 112 (2015)
Whitcomb, G.R.: Computer games for the elderly. SIGCAS Comput. Soc. 20(3), 112–115 (1990)
Allaire, J.C., et al.: Successful aging through digital games: socioemotional differences between older adult gamers and non-gamers. Comput. Hum. Behav. 29(4), 1302–1306 (2013)
Whitlock, L.A., et al.: Older adults’ perception of the benefits associated with intervention-based video game play. Gerontologist 51, 40 (2011)
Boot, Walter R., Souders, D., Charness, N., Blocker, K., Roque, N., Vitale, T.: The gamification of cognitive training: older adults’ perceptions of and attitudes toward digital game-based interventions. In: Zhou, J., Salvendy, G. (eds.) ITAP 2016. LNCS, vol. 9754, pp. 290–300. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-39943-0_28
Deci, E.L., Ryan, R.M.: Intrinsic Motivation and Self-determination in Human Behavior, vol. xv, 371 p. Plenum, New York (1985)
Csikszentmihalyi, M.: Beyond Boredom and Anxiety: (The Experience of Play in Work and Games), vol. xviii, 231 p. Jossey-Bass, San Francisco, London (1975)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience, p. 1. HarperCollins e-books, Pymble, NSW, New York (1990). (online resource)
Cacioppo, J.T., Tassinary, L.G., Berntson, G.G.: Handbook of Psychophysiology. Cambridge Handbooks in Psychology, 4th edn, vol. xvi, 715 p. Cambridge University Press, Cambridge (2017)
Coughlan, G., et al.: Toward personalized cognitive diagnostics of at-genetic-risk Alzheimer’s disease. Proc. Natl. Acad. Sci. U.S.A. 116(19), 9285–9292 (2019)
Mandryk, R.L., Birk, M.V.: The potential of game-based digital biomarkers for modeling mental health. JMIR Ment. Health 6(4), e13485 (2019)
Gonzalez-Sanchez, J., et al.: Affect measurement: a roadmap through approaches, technologies, and data analysis. In: Emotions and Affect in Human Factors and Human-Computer Interaction, pp. 255–288 (2017)
Acknowledgements
This paper is part of an empirical investigation of Finding Better Games for Older Adults supported by the seed funding from Concordia University’s office of research and PERFORM Centre. We thank the following research assistants who were involved in data collection: Atousa Assadi, Mahsa Mirgholami, Kate Li and Anna Smirnova. Logistic support from McGill Centre for Integrative Neuroscience (mcin-cnim.ca), the Ageing + Communication + Technologies (ACT) network (http://actproject.ca/), and Technoculture, Arts and Games (TAG) Centre (tag.hexagram.ca) is acknowledged. We thank Ms Chloe Smith for proof-reading the manuscript.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Khalili-Mahani, N., de Schutter, B., Sawchuk, K. (2020). The Relationship Between the Seniors’ Appraisal of Cognitive-Training Games and Game-Related Stress Is Complex: A Mixed-Methods Study. In: Stephanidis, C., Antona, M., Gao, Q., Zhou, J. (eds) HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design. HCII 2020. Lecture Notes in Computer Science(), vol 12426. Springer, Cham. https://doi.org/10.1007/978-3-030-60149-2_45
Download citation
DOI: https://doi.org/10.1007/978-3-030-60149-2_45
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-60148-5
Online ISBN: 978-3-030-60149-2
eBook Packages: Computer ScienceComputer Science (R0)