Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game
Simone Hausknecht, Robyn Schell, Fan Zhang, David Kaufman
2015
Abstract
Quality of life is related to social interactions as social connectedness can be an important aspect in older adults’ sense of well-being. Technology offers many opportunities for older adults to build social connections and possibly reduce feelings of loneliness. In recent years, investigations into using digital games for older adults have shown some positive results. This study involved 73 participants in 14 different centres across a large city in western Canada. The group played in a Wii digital bowling tournament that lasted for eight weeks. Pre and post-tests were given to measure social connectedness, and loneliness. Semistructured interviews then were conducted with 17 participants. Positive results were found for social connectedness and loneliness.
References
- Adams, K. B., Leibbrandt, S., and Moon, H. (2011). A critical review of the literature on social and leisure activity and wellbeing in later life. Ageing and Society, 31(4), 683-712.
- Ashida, S., and Heaney, C. A. (2008). Differential associations of social support and social connectedness with structural features of social networks and the health status of older adults. Journal of Aging and Health, 20(7), 872-893.
- Astell, A. (2013). Technology and fun for a happy old age. Technologies for Active Aging-International Perspectives on Aging, 9, 169-187.
- Baecker, R., Moffatt, K., and Massimi, M. (2012). Technologies for aging gracefully. Interactions, 19(3), 32-36.
- Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., and Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129(3), 387-398.
- Bowling, A., and Dieppe, P. (2005). What is successful ageing and who should define it? BMJ: British Medical Journal, 331(7531), 1548-1551.
- Buckley, C., and McCarthy, G. (2009). An exploration of social connectedness as perceived by older adults in a long-term care setting in Ireland. Geriatric Nursing, 30(6), 390-396.
- Buiza, C., Soldatos, J., Petsatodis, T., Geven, A., Etxaniz, A., and Tscheligi, M. (2009). HERMES: Pervasive computing and cognitive training for ageing well. In S. Omatu et al. (Eds.), IWANN 7809 Proceedings of the 10th International Work-Conference on Artificial Neural Networks, Part II: Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living (pp.756-763). Berlin: Springer-Verlag.
- Cacioppo, J. T., and Patrick, W. (2008). Loneliness: Human nature and the need for social connection. New York, NY: W.W. Norton and Company.
- Cannuscio, C., Block, J., and Kawachi, I. (2003). Social capital and successful aging: The role of senior housing. Annals of Internal Medicine, 139(5_Part_2), 395-399.
- De Schutter, B. (2011). Never too old to play: The appeal of digital games to an older audience. Games and Culture, 6(2), 155-170.
- Dykstra, P. A., van Tilburg, T. G., and de Jong Gierveld, J. (2005). Changes in older adult loneliness results from a seven-year longitudinal study. Research on Aging, 27(6), 725-747.
- Elder, G. H. Jr. (1994). Time, human agency, and social change: Perspectives on the life course. Social Psychology Quarterly, 57(1), 4-15.
- Entertainment Software Association (ESA) (2011). ESA 2011 'Essential Facts' note rise in women, adult gamers. Retrieved from http://www.joystiq.com/ 2011/06/08/esa-2011-essential-facts-note-rise-inwomen-adult-gamers/
- Forsman, A. K., Nyqvist, F., Schierenbeck, I., Gustafson, Y., and Wahlbeck, K. (2012). Structural and cognitive social capital and depression among older adults in two Nordic regions. Aging and Mental Health, 16(6). 771-779.
- Gamberini, L., Alcaniz, M., Barresi, G., Fabregat, M., Ibanez, F., and Prontu, L. (2006). Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project. PsychNology Journal, 4(3), 285-308.
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
- Glei, D. A., Landau, D. A., Goldman, N., Chuang, Y. L., Rodríguez, G., Weinstein, M. (2005). Participating in social activities helps preserve cognitive function: an analysis of a longitudinal, population-based study of the elderly. International Journal of Epidemiology, 34(4), 864-871.
- Hawkley, L. C., and Cacioppo, J. T. (2010). Loneliness matters: A theoretical and empirical review of consequences and mechanisms. Annals of Behavioral Medicine, 40(2), 218-227.
- Heick, J. D., Flewelling, S., Blau, R., Geller, J., and Lynskey, J. V. (2012). Wii Fit and balance: Does the Wii Fit improve balance in community-dwelling older adults? Topics in Geriatric Rehabilitation, 28(3), 217- 222.
- House, J. S., Landis, K. R., and Umberson, D. (1988). Social relationships and health. Science, 241(4865), 540-545.
- IJsselsteijn, W., Nap, H. H., de Kort, Y., and Poels, K. (2007). Digital game design for elderly users. In B. Kapralos, M. Katchabaw, and J. Rajnovich (Eds.), Proceedings of the 2007 Conference on Future Play (pp. 17-22). New York, NY: ACM.
- Joanette, Y. (2013). Living longer, living better: Preview of CIHR Institute of Aging 2013-2018 strategic plan. Canadian Journal on Aging / La Revue Canadienne Du Vieillissement, 32(2), 209-213.
- Kahlbaugh, P. E., Sperandio, A. J., Carlson, A. L., and Hauselt, J. (2011). Effects of playing Wii on wellbeing in the elderly: Physical activity, loneliness, and mood. Activities, Adaptation and Aging, 35(4), 331- 344.
- Kaufman, D., (2013, October) Aging well: Can digital games help? Overview of the project. Paper presented at the World Social Science Forum 2013, Montreal, QC.
- Kaufman, D. (2014). Socio-emotional benefits of digital games for older adults. In Proceedings, 6th International Conference on Computer Supported Education (CSEDU 2014), Barcelona, Spain. Setubal, Portugal: SciTePress Digital Library Online.
- Kaufman D., Sauvé, L., Renaud, L, and Duplàa, E. (2014). Cognitive benefits of digital games for older adults. In J. Herrington, J. Viteli, and M. Leikomaa (Eds.), Proceedings of the World Conference on Educational Media and Technology (EdMedia) 2014 (pp. 289- 297). Waynesville, NC: Association for the Advancement of Computing in Education (AACE).
- Lee, P.-L., Lan, W., and Yen, T.-W. (2011). Aging successfully: A four-factor model. Educational Gerontology, 37(3), 210-227.
- Litwin, H., and Shiovitz-Ezra, S. (2011). Social network type and subjective well-being in a national sample of older Americans. The Gerontologist, 51(3), 379-388.
- McDaniel, S. A., and Rozanova, J. (2011). Canada's aging population (1986) redux. Canadian Journal on Aging, 30(3), 511-521.
- Nimrod, G. (2010). Older adults' online communities: A qualitative analysis. Gerontologist, 50(3), 382-392.
- Pearce, C. 2008. The truth about baby boomer gamers - A study of over-forty computer game players. Games and Culture, 3(2), 142-174.
- Peng, W., Lin, J., and Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior and Social Networking, 14(11), 681-688.
- Pinquart, M., and Sorensen, S. (2001). Influences on loneliness in older adults: A meta-analysis. Basic and Applied Social Psychology, 23(4), 245-266.
- Reichstadt, J., Sengupta, G., Depp, C., Palinkas, L. A., and Jeste, D. V. (2010). Older adults' perspectives on successful aging: Qualitative interviews. American Journal for Geriatric Psychiatry, 18(7), 567-575.
- Rook, K. S. (1990). Social relationships as a source of companionship: Implications for olderadults' psychological well-being. In B. R. Sarason, I. G. Sarason, and R. P. Gregory (Eds.), Social support: An interactional view (pp. 219-250). New York: John Wiley.
- Rosenberg, D., Depp, C. A., Vahia, I. V., Reichstadt, J., Palmer, B. W., Kerr, J., Jeste, D. P. (2010). Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention. The American Journal of Geriatric Psychiatry, 18(3), 221-226.
- Rowe, J. W., and Kahn, R. L. (1997). Successful aging. Gerontologist, 37(4), 433-440.
- Russell, D. W. (1996). UCLA Loneliness Scale (Version 3): Reliability, validity, and factor structure. Journal of Personality Assessment, 66(1), 20-40.
- Sixsmith, A., Gibson, G., Orpwood, R., and Torrington, J. (2007). Developing a technology 'wish list' to enhance the quality of life of people with dementia. Gerontechnology, 6(1), 2-19.
- Statistics Canada. (2011). The Canadian population in 2011: Age and sex. Ottawa, Ontario: Statistics Canada. Retrieved on October 2, 2013 from http://www12.statcan.ca/censusrecensement/2011/assa/98-311-x/98-311-x2011001-eng.cfm.
- Theurer, K., and Wister, A. (2010). Altruistic behaviour and social capital as predictors of well-being among older Canadians. Ageing and Society, 30(1), 157.
- United Nations (2009) World Population Aging. Retrieved August 24, 2012 from http://www.un.org/esa/ population/publications/WPA2009/WPA2009_Workin gPaper.pdf.
- van Bel, D. T., Smolders, K. C. H. J., IJsselsteijn, W. A., and de Kort, Y. (2009, January). Social connectedness: Concept and measurement. In Intelligent Environments 2009: Proceedings of the 5th International Conference on Intelligent Environments, Barcelona, Spain 2009 (pp. 67-74).
- Vygotsky, L. S. (1978). Mind in society. Cambridge, MA: Harvard University Press.
- Wiemeyer, J., and Kliem, A. (2012). Serious games in prevention and rehabilitation-a new panacea for elderly people? European Review of Aging and Physical Activity, 9(1), 41-50.
- Wollersheim, D., Merkes, M., Shields, N., Liamputtong, P., Wallis, L., Reynolds, F., and Koh, L. (2010). Physical and psychosocial effects of wii video game use among older women. International Journal of Emerging Technologies and Society, 8(2), 85-98.
- World Health Organization (WHO) (2002). Active aging: A policy framework. Geneva: World Health Organization. Retrieved September 1, 2014 from http://whqlibdoc.who.int/hq/2002/WHO_NMH_NPH_ 02.8.pdf.
Paper Citation
in Harvard Style
Hausknecht S., Schell R., Zhang F. and Kaufman D. (2015). Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game . In Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: AGEWELL, (CSEDU 2015) ISBN 978-989-758-102-1, pages 276-284. DOI: 10.5220/0005526802760284
in Bibtex Style
@conference{agewell15,
author={Simone Hausknecht and Robyn Schell and Fan Zhang and David Kaufman},
title={Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game},
booktitle={Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: AGEWELL, (CSEDU 2015)},
year={2015},
pages={276-284},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0005526802760284},
isbn={978-989-758-102-1},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: AGEWELL, (CSEDU 2015)
TI - Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game
SN - 978-989-758-102-1
AU - Hausknecht S.
AU - Schell R.
AU - Zhang F.
AU - Kaufman D.
PY - 2015
SP - 276
EP - 284
DO - 10.5220/0005526802760284