Skip to main content

Can Digital Games Help Seniors Improve Their Quality of Life?

  • Conference paper
  • First Online:
Computers Supported Education (CSEDU 2016)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 739))

Included in the following conference series:

Abstract

This developmental research study aimed to design, implement and evaluate an online educational game to improve the quality of life for seniors aged 55 years and older. The game Live Well, Live Healthy! (cvje2.savie.ca) is a Bingo game in which the learning content in the study is integrated into the mechanism of the game. A “pre-test/post-test” single group methodology measured the impact of the game on three dimensions of quality of life: psychological, physical, and social. A total of 56 seniors played for a week in multiplayer mode involving real-time interaction with at least two other participants. The results indicated that the educational game improved the seniors’ perception of a majority of the variables concerning the three dimensions: physical (fatigue, sleep, eating habits); social well-being (building ties, social connectedness, friendships) and psychological well-being (depression, difficulty doing activities, mood and feeling of being loved). Some variables (sadness, isolation, proximity to family and physical habits) generated a weak perception of positive benefits for these seniors.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Beaudoin, J., Kooli, N., Thomas, F., Arlabosse, B., Couture, A., Danjou, R.: Génération @: Portrait de l’utilisation d’internet et de l’ordinateur par les aînés internautes du Québec: CEFRIO, Québec (2011). http://www.cefrio.qc.ca/media/uploader/Rapport_generationa_internautes_qc.pdf

  2. Kuyken, W.: WHOQOL group: the world health organization quality of life assessment (WHOQOL): Position paper from the world health organization. Soc. Sci. Med. 41(10), 1403–1409 (1995)

    Article  Google Scholar 

  3. WHOQOL Group: Study protocol for the World Health Organization project to develop a quality of life assessment instrument (WHOQOL). Qual Life Res 2(2), pp. 153–159 (1993) doi:10.1007/BF00435734

  4. Bowling, A., Dieppe, P.: What is successful ageing and who should define it? BMJ 331, 1548–1551 (2005). doi:10.1136/bmj.331.7531.1548

    Article  Google Scholar 

  5. Chen, S.C., Huang, Y.G.L., Chiang, I.T.: Using somatosensory video games to promote quality of life for the elderly with disabilities. In: Proceedings, the IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (Digitel), pp. 258–262. IEEE, Takamatsu (2012)

    Google Scholar 

  6. Turcotte, M., Schellenberg, G.: Un portrait des aînés au Canada [A portrait of seniors in Canada] Statistiques Canada, Ottawa (2006)

    Google Scholar 

  7. Diaz-Orueta, U., Facal, D., Nap, H., Ranga, M.-M.: What is the key for older people to show interest in playing digital learning games? Initial qualitative findings from the LEAGE project on a multicultural European sample. Games Health J. 1(2), 115–123 (2012). doi:10.1089/g4h.2011.0024

    Article  Google Scholar 

  8. Nacke, L.E., Nacke, A., Lindley, C.A.: Brain training for silver gamers: Effects of age and game form on effectiveness, efficiency, self-assessment and gameplay experience. Cyberpsychol. Behav. 12(5), 493–499 (2009). doi:10.1089/cpb.2009.0013

    Article  Google Scholar 

  9. World Health Organization: International classification of functioning, disability and health (ICF). World Health Organization, Geneva (2001). http://www.who.int/classifications/icf/en/

  10. Figueira, H., Figueira, J., Mello, D., Dantas, E.: Quality of life throughout aging. Acta Medica Lituanica 15, 169–172 (2008)

    Google Scholar 

  11. Freitas, C.M., Santiago, M.S., Viana, A.T., Leão, A.C., Freyre, C.: Motivational aspects that influence the elderly to enroll on and continue participating in physical exercise programs. Revista Brasileira de Cine-antropometria Desempenho Humano 9(1), 92–100 (2007) https://periodicos.ufsc.br/index.php/rbcdh/article/view/4037

  12. Pernambuco, C.S., Rodrigues, B.M., Bezerra, J.C.P., Carrielo, A., de Oliveira Fernandes, A.D., de Souza Vale, R.G., Dantas, E.H.M.: Quality of life, elderly and physical activity. Health 4(2), 88–93 (2012). doi:10.4236/health.2012.42014

    Article  Google Scholar 

  13. Jorgensen, M.G., Laessoe, U., Hendriksen, C., Nielson, O.B.F., Aagaard, P.: Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults: A randomized controlled trial. J. Gerontol. A Biol. Sci. Med. Sci. 68(7), 845–852 (2013). doi:10.1093/gerona/gls222

    Article  Google Scholar 

  14. Maillot, P., Perrot, A., Hartley, A.: Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychol. Aging 27(3), 589–600 (2012). doi:10.1037/a0026268

    Article  Google Scholar 

  15. Singh, D.K.A., Rajaratnam, B.S., Palaniswamy, V., Raman, V.P., Bong, P.S., Pearson, H.: Effects of balance-focused interactive games compared to therapeutic balance classes for older women. Climacteric 16(1), 141–146 (2013). doi:10.3109/13697137.2012.664832

    Article  Google Scholar 

  16. Bieryla, K.A., Dold, N.M.: Feasibility of Wii Fit training to improve clinical measures of balance in older adults. Clin. Interv. Aging 8, 775–781 (2013). doi:10.2147/CIA.S46164

    Article  Google Scholar 

  17. Daniel, K.: Wii-hab for pre-frail older adults. Rehabil. Nurs. 37(4), 195–201 (2012). doi:10.1002/rnj.25

    Article  Google Scholar 

  18. Adams, K.B., Liebrandt, S., Moon, H.: A critical review of the literature on social and leisure activity and well-being in later life. Ageing Soc. 31(4), 683–712 (2011). doi:10.1017/S0144686X10001091

    Article  Google Scholar 

  19. Heylin, L.: The older, the lonelier? Risk factors for social loneliness in old age. Ageing Soc. 30(7), 1177–1196 (2010). doi:10.1017/S0144686X10000292

    Article  Google Scholar 

  20. Reichstadt, J., Sengupta, G., Depp, C., Palinkas, L.A., Jeste, D.V.: Older adults’ perspectives on successful aging: Qualitative interviews. Am. J. Geriatr. Psychiatry 18(7), 567–575 (2010)

    Article  Google Scholar 

  21. Theurer, K., Wister, A.: Altruistic behaviour and social capital as predictors of well-being among older Canadians. Ageing Soc. 30(1), 157–181 (2010). doi:10.1017/S0144686X09008848

    Article  Google Scholar 

  22. Pew Internet and American Life Project: Demographics of Internet users. Pew Research Center, Washington, DC (2011). http://pewinternet.org/Static-Pages/Trend-Data/Whos-Online.aspx

  23. De Schutter, R., Abeele V.V.: Designing meaningful within the psycho-social context of older adults. In: Abeele, V.V., Zaman, B., Obrist, M., IJsselsteijn, W. (eds.) Proceedings of the 3rd International Conference on Fun and Games, Fun and Games 2010, pp. 84–93. ACM, New York (2010)

    Google Scholar 

  24. De Schutter, B.: Never too old to play: The appeal of digital games to an older audience. Games Cult. 6(2), 155–170 (2011). doi:10.1177/1555412010364978

    Article  Google Scholar 

  25. Ijsselsteijn, W., Nap, H.H., Kort, Y., Poels, K.: Digital game design for elderly users. In: Kapralos, B., Katchabaw, M., Rajnovich J. (eds.) Proceedings of the 2007 Conference on Future Play, pp. 17–22. ACM, New York (2007)

    Google Scholar 

  26. Khoo, E., Cheok, A.: Age invaders: Intergenerational mixed reality family game. IJVR 5(2), 45–50 (2006). http://mixedrealitylab.org/projects/all-projects/age-invaders/

  27. Khoo, E.T., Merritt, T., Cheok, A.D.: Designing physical and social intergenerational family entertainment. Interact. Comput. 21(1–2), 76–87 (2009). doi:10.1016/j.intcom.2008.10.009

    Article  Google Scholar 

  28. Mahmud, A.A., Mubin, O., Shahid, S., Martens, J.-B.: Designing and evaluating the tabletop game experience for senior citizens. In: Proceedings of the 5th Nordic Conference on Human-Computer Interaction Building Bridges - NordiCHI 2008, pp. 403–406. ACM Press, New York (2008)

    Google Scholar 

  29. Stebbins, R.: Serious Leisure: A Perspective for Our Time. Transaction Publishers, New Brunswick (2007)

    Google Scholar 

  30. Stowe, J.D., Cooney, T.M.: Examining rowe and kahn’s concept of successful aging: Importance of taking a life course perspective. Gerontologist 55(1), 43–50 (2015). doi:10.1093/geront/gnu055

    Article  Google Scholar 

  31. Theng, Y.-L., Chua, P.H., Pham, T.P.: Wii as entertainment and socialisation aids for mental and social health of the elderly. In: Extended Abstracts on Human Factors in Computing Systems CHIEA 2012, pp. 691–702 (2012). doi:10.1145/2212776.2212840

  32. Whitcomb, G.R.: Computer games for the elderly. In: Rosenberg, R.S. (ed.) Proceedings of the Conference on Computers and the Quality of Life, CQL 1990, pp. 112–115. ACM, New York (1990). doi:10.1145/97344.97401

  33. Astell, A.J.: Technology and fun for a happy old age. In: Sixsmith, A., Gutman, G. (eds.) Technologies for Active Aging, pp. 169–187. Springer, New York (2013)

    Chapter  Google Scholar 

  34. Allaire, J.C., McLaughlin, A.C., Trujillo, A., Whitlock, L.A., Laporte, L., Gandy, M.: Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamers. Comput. Human Behav. 29(4), 1302–1306 (2013). doi:10.1016/j.chb.2013.01.014

    Article  Google Scholar 

  35. Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., Koh, L.: Physical and psychosocial effects of Wii video game use among older women. IJETS 8(2), 85–98 (2010)

    Google Scholar 

  36. Kaufman, D., Sauvé, L., Renaud, L., Duplàa, E.: Enquête auprès des aînés canadiens sur les bénéfiques que les jeux numériques ou non leur apportent [Survey of Canadian seniors to determine the benefits derived from digital games]. Research report. TÉLUQ, UQAM, Simon Fraser University, University of Ottawa, Québec (2014)

    Google Scholar 

  37. Sauvé, L., Renaud, L., Kaufman, D., Duplàa, E.: Validation of the educational game for seniors: “Live Well, Live Healthy!”. Procedia Soc. Behav. Sci. 176, 674–682 (2015). Elsevier Ltd., Chicago (2015). doi:10.1016/j.sbspro.2015.01.526

  38. Brand, J.E., Lorentz, P., Mathew, T.: Digital Australia 2014. Interactive Games and Entertainment Association and Bond University, Eveleigh, Australia (2014). http://www.igea.net/2013/10/digital-australia-2014/

  39. Rosenberg, D., Depp, C.A., Vahia, I.V., Reichstadt, J., Palmer, B.W., Kerr, J., Norman, G., Jeste, D.V.: Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention. Am. J. Geriatr. Psychiatry 18(3), 221–226 (2010)

    Article  Google Scholar 

  40. Sauvé, L., Renaud, L., Venière, S., Mendozo, G.A.: Rapport d’expérimentation du jeu Vivons bien, vivons sainement! [Experimentation report on the game Live Well, Live Healthy]: Télé-université and UQAM, Québec (2015)

    Google Scholar 

  41. Seçer, I., Satyen, L.: Video game training and reaction time skills among older adults. Act. Adapt. Aging 38(3), 220–236 (2014). doi:10.1080/01924788.2014.935908

    Google Scholar 

Download references

Acknowledgements

We would like to thank the research assistants involved with this study: Samuel Venière for recruitment and data collection in the field, Aurélie Faticati for the literature review and Gustavo Adolfo Angulo Mendoza for the statistical analysis of the data of the study.

We also thank the Social Sciences and Humanities Research Council of Canada (SSHRC) and the AGE-WELL NCE Inc., a member of Canada’s Networks of Centres of Excellence program, for their financial support of this research.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Louise Sauvé .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Sauvé, L., Renaud, L., Kaufman, D., Duplàa, E. (2017). Can Digital Games Help Seniors Improve Their Quality of Life?. In: Costagliola, G., Uhomoibhi, J., Zvacek, S., McLaren, B. (eds) Computers Supported Education. CSEDU 2016. Communications in Computer and Information Science, vol 739. Springer, Cham. https://doi.org/10.1007/978-3-319-63184-4_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-63184-4_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-63183-7

  • Online ISBN: 978-3-319-63184-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics