Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience

Document type: Journal Articles
Article type: Original article
Peer reviewed: Yes
Author(s): Lennart Nacke, Anne Nacke, Craig Lindley
Title: Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience
Journal: CyberPsychology & Behavior
Year: 2009
Volume: 12
Issue: 5
Pagination: 493-499
ISSN: 1094-9313
Publisher: Mary Ann Liebert, Inc.
URI/DOI: 10.1089/cpb.2009.0013
ISI number: 000270656000004
Organization: Blekinge Institute of Technology
Department: School of Computing (Sektionen för datavetenskap och kommunikation)
School of Computing S-371 79 Karlskrona
+46 455 38 50 00
http://www.bth.se/com
Authors e-mail: Lennart.Nacke @ bth.se
Language: English
Abstract: In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released “brain-training” games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2×2 mixed factorial design (age group: young and old×game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem–solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.
Subject: Digital Game Development\General
Human Work Science\Human Computer Interaction
Psychology\General
Keywords: psychology, motivation, brain-training, games, elderly, silver gamer, form effects, usability, UX
Note: http://www.liebertonline.com/doi/abs/10.1089/cpb.2009.0013
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