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Predicting Engagement While Playing Computer Games in Older Adults With and Without Dementia

机译:预测与痴呆症的老年人的电脑游戏的同时进行参与

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摘要

Abstract The purpose of this study was to determine what factors predict the level of engagement of older adults, with and without dementia, while playing computer games. Fourteen older adults with and without dementia (60%/40%) played a computer game over 16 sessions, each for 30 minutes. Variables included participants’ demographics, game-play data and environmental factors. Mixed fixed model for longitudinal data analysis design was used to determine how these variables predicted engagement. Five variables predicted engagement at a statistically significant level: Participant’s performance (B1= 0.16, p0.03), age (B2= 0.20, p0.00), previous experience with computer games (B3= 1.021, p0.02), positive emotions (B4= 0.16, p0.00), and distractions (noise) during gameplay (B5=-1.07, p0.05). Cognitive impairment and general health status were correlated with engagement, but these correlations were not statistically significant. Previous experience using computer games and distractions during gameplay were the most important predictors of engagement while older adults with and without dementia played computer games.
机译:摘要本研究的目的是确定在玩电脑游戏时预测老年人的啮合程度,有和没有痴呆的因素。 14名具有痴呆和痴呆症的老年人(60%/ 40%)在16次课程中播放了一场电脑游戏,每组均为30分钟。变量包括参与者人口统计数据,游戏播放数据和环境因素。用于纵向数据分析设计的混合固定模型用于确定这些变量如何预测接触。五个变量预测在统计上显着的级别的参与度:参与者的性能(B1 = 0.16,P <0.03),年龄(B2 = 0.20,P <0.00),以前的计算机游戏经验(B3 = 1.021,P <0.02),积极的情绪(B4 = 0.16,P <0.00),以及游戏过程中的分心(噪声)(B5 = -1.07,P <0.05)。认知障碍和一般健康状况与参与相关,但这些相关性没有统计学意义。以前在游戏过程中使用计算机游戏和分心的经验是参与的最重要的预测因子,而具有痴呆症的老年人播放电脑游戏。

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