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How younger elderly realize usefulness of cognitive training video games to maintain their independent living

机译:年轻人如何意识到认知训练视频游戏对维持独立生活的有用性

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The objective of this paper is to understand the perception that younger elderly persons have towards the usefulness of playing Xbox Kinect video games as an assistive technology that is designed to maintain their cognitive abilities. Available literature highlights two kinds of assistive technologies; the first being Supportive Technologies that provide aid for already-declined functional abilities (such as hearing aids), and the second being Empowering Technologies that maintain functional abilities which have not yet declined (such as Xbox Kinect cognitive games). The difference in the nature between supportive and empowering technologies plays an important role in perceiving their benefits. For instance, while hearing aids as a supportive technology are perceived as useful through the improvement of hearing abilities, cognitive training games as an empowering technology have a long-term usefulness for cognitive abilities. This study conducts twenty-one qualitative interviews (range 65-87 years; mean= 71; SD= 3.81) and introduces perceived transfer effect. This effect allows the elderly to perceive the usefulness of playing cognitive training video games, which are designed to cultivate the cognitive abilities. In addition, this study found that the elderly value their independent living, and through cognitive video games, the elderly may remain capable of living independently.
机译:本文的目的是了解一种观念,即年轻人对于玩Xbox Kinect视频游戏作为一种旨在维持其认知能力的辅助技术很有用。现有文献重点介绍了两种辅助技术。第一个是为已经下降的功能能力提供帮助的辅助技术(例如助听器),第二个是保持尚未下降的功能能力的授权技术(例如Xbox Kinect认知游戏)。支持技术和授权技术之间的本质差异在感知其收益方面起着重要作用。例如,虽然助听器作为一种支持技术通过提高听觉能力被认为是有用的,但认知训练游戏作为一种赋权技术对认知能力具有长期的实用性。这项研究进行了21次定性访谈(范围65-87岁;平均数= 71; SD = 3.81),并介绍了感知的转移效果。这种效果使老年人意识到玩旨在培养认知能力的认知训练视频游戏的有用性。此外,这项研究发现,老年人重视自己的独立生活,并且通过认知视频游戏,老年人可能仍保持独立生活的能力。

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