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Understanding the learning and social gameplay experience of older adults playing a Bingo digital game

机译:了解老年人玩宾果游戏数字游戏的学习和社交游戏体验

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摘要

This study examined the social gameplay and learning experience of older adults during four weeks of gameplay using a customised educational digital Bingo game with nutrition and health content. The research design (n=50) used a sequential explanatory mixed methods approach to investigate the experience of this group of older players (60 years and above). This method split the study into two phases: the first phase consisted of four weeks of gameplay and quantitative data collection using pre- and post-tests, while the second phase consisted of post-gaming interviews of selected players to collect qualitative data. The results showed significant improvement of players’ game attitude and social connectedness scores from the pre-test to the post-test. Further support from interview data confirmed these increases. The interview data also shed light on the importance of social connectedness, co-playing, older players’ preferences, and knowledge gained from playing this game. These results were consistent with earlier research studies. New findings included the generation of a conceptual framework explaining the connections among the various themes discovered from the older adult players’ game-playing experiences. This framework also explains how a digital game that offers a relevant objective to older adults (in this case, learning about nutrition and health in a good social co-playing setting) can provide them with a good social and learning experience. In addition, the positive gameplay experience provided to this group of players fostered their engagement in the game, their uninterrupted play, and contributions to digital game development based on their experiences.
机译:这项研究使用定制的具有营养和健康成分的教育数字宾果游戏,研究了老年人在四个星期的游戏玩法中的社交游戏玩法和学习经验。研究设计(n = 50)使用顺序说明性混合方法方法研究了这一年龄段(60岁及以上)参与者的经验。这种方法将研究分为两个阶段:第一阶段包括四个星期的游戏玩法和使用测试前和测试后的定量数据收集,而第二阶段包括对选定玩家的游戏后采访,以收集定性数据。结果显示,从测试前到测试后,玩家的游戏态度和社交联系分数都有了显着提高。采访数据的进一步支持证实了这些增加。采访数据还阐明了社交联系,共同游戏,年龄较大的玩家的偏好以及从玩此游戏中获得的知识的重要性。这些结果与早期的研究一致。新发现包括生成一个概念框架,解释了从老年玩家的游戏体验中发现的各种主题之间的联系。该框架还说明了为老年人提供相关目标的数字游戏(在这种情况下,是在良好的社交场所中学习营养和健康状况)如何为他们提供良好的社交和学习体验。此外,提供给这组玩家的积极的游戏体验促进了他们对游戏的参与,不间断的游戏以及基于他们的体验对数字游戏开发的贡献。

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    Seah Tiong Wee;

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  • 年度 2015
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