Building Seniors' Social Connections and Reducing Loneliness
Through a Digital Game
Simone Hausknecht, Robyn Schell, Fan Zhang and David Kaufman
Faculty of Education, Simon Fraser University, 8888 University Drive, Burnaby, BC, V5A 1S6, Canada
Keywords: Digital Games, Videogames, Older Adults, Seniors, Aging, Social Connectedness, Loneliness.
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. Semi-
structured interviews then were conducted with 17 participants. Positive results were found for social
connectedness and loneliness.
1 INTRODUCTION
1.1 Background
Seniors (60+) are the fastest growing segment of
society, with estimates of this population tripling by
2050 (United Nations, 2009; WHO, 2002). In
Canada, there are almost 5 million seniors, and it is
predicted that there will be an increase from 15% of
the population to 24.5% by 2041 (Statistics Canada,
2011). This growth will have an impact on
institutions, work places, culture and society, and
current roles may need to be reassessed (McDaniel
and Rozanova, 2011). With aging there can also be a
decline in physical and cognitive abilities, shift in
types of activities, change in social relationships and
support, and change in lifestyle (Kaufman, 2013).
Everyday living can become more difficult with
increased concerns, such as fractures, isolation,
physical ailments, and cognitive decline (WHO,
2002). There has been a recent interest in improving
quality of life and active aging in older adults
(Kaufman, 2013; WHO, 2002).
Quality of life in older adults has received
increasing attention among researchers (Bowling
and Dieppe, 2005; Lee, Lan, and Yen, 2011,
Sixsmith, Gibson, Orpwood, and Torrington, 2007).
A variety of terms have been used to describe
maintaining a good quality of life in older adults,
such as ‘successful aging’ and ‘active aging’.
Traditional views on successful aging have focused
on biomedical considerations (see Rowe and Kahn,
1997), but in recent years a more holistic approach
has been applied to concepts of aging. One survey
and review by Bowling and Dieppe (2005) found
that the most important dimensions which older
adults associated with successful aging were
psychological well-being, social well-being, and
physical health. The Institute of Aging also points to
the importance of holistic approaches that consider
psychological, social, environmental, as well as
biological dimensions of aging when planning
interventions designed to improve quality of life
(Joanette, 2013).
Recent research has shown that one of the main
areas that influence older adults’ quality of life is
their interactions with others and social support
(Adams, Leibbrandt, and Moon, 2011; Reichstadt,
Sengupta, Depp, Palinkas, and Jeste, 2010; Theurer
and Wister, 2010). Furthermore, social capital has
been found to have a specific relationship with the
perceived well-being of older Canadian adults
(Theurer and Whister, 2010). Social capital can
loosely be defined as the advantages and resources
available through an individual’s connections with
others (Cannuscio, Block and Kawachi, 2003).
These connections can involve various social
networks with different purposes (Litwin and
Shiovitz-Ezra, 2011).
276
Hausknecht S., Schell R., Zhang F. and Kaufman D..
Building Seniors’ Social Connections and Reducing Loneliness Through a Digital Game.
DOI: 10.5220/0005526802760284
In Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health (AGEWELL-2015),
pages 276-284
ISBN: 978-989-758-102-1
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
Technology is increasingly playing a role in
creating social connectedness (van Bel, Smolders,
IJsselsteijn, and de Kort, 2009). One technology that
has recently gained interest among researchers is
digital games and the possibilities they may afford.
Digital games provide an opportunity for individuals
to interact, communicate, and socialize in a fun way
(Kaufman, 2013). The opportunities they may afford
range from educational (Gee, 2003), cognitive
(Boot, Kramer, Simons, Fabiani, and Gratton, 2008),
social (De Schutter, 2011), psychological
(Rosenberg et al., 2010), physical (Wollersheim et
al, 2010), and let’s not forget having fun (Astell,
2013). Games can help to motivate older adults and
contribute to specific aspects of their lives that they
feel may improve their quality of life (Astell, 2013).
Digital games can provide an environment where
social interaction can occur in a fun and playful way.
In many of the discussions on designing digital
games to improve quality of life in older adults, both
socializing and interacting were found to be
important aspects (IJsselsteijn, Nap, de Kort, and
Poels 2007). A few studies have found that digital
games may provide an opportunity to increase social
connectedness and decrease loneliness (De Schutter,
2011; Kahlbaugh, Sperandio, Carlson, and Hauselt,
2011; Wollersheim et al, 2010). However, further
rigorous studies are required to understand the
possibilities in more depth.
Digital games can be used to offer older adults a
fun and playful context to improve social
connections. This in turn may help to improve
quality of life, well-being, health, and cognition. A
healthy happy population can benefit both seniors
and society. The promise of digital games for
developing and maintaining social connectedness
has been largely overlooked by research. There is a
need for experimental studies to determine whether
such theoretical promises can be realized. It is also
essential to examine the types of affordances that
games can provide for those playing them.
1.2 Purpose of the Study
The purpose of the Wii Bowling study was to
determine whether a digital game was effective in
enhancing various socio-emotional aspects such as
increasing social connectedness and decreasing
loneliness. A mixed methods was used to thoroughly
examine the experience.
This study will help to inform future studies that
may investigate the use of digital games as a way to
increase social connectedness, which may help to
increase quality of life in older adults.
1.3 Research Questions
1. Does playing a digital game increase social
connectedness?
2. Does playing a digital game decrease
loneliness?
3. What socio-emotional experiences do older
adults have while playing a Wii game for eight
weeks
2 LITERATURE REVIEW
2.1 Social Connectedness and
Loneliness
No person is an isolated entity but interacts
throughout his/her life with numerous people in
different ways. These social connections can
influence a person’s trajectories throughout the life
span (Elder, 1994). Older adults interactions, social
connections and support are major contributors to
their quality of life and perceptions to aging
successfully (Adams et al., 2011; Reichstadt et al.,
2010; Theurer and Wister, 2010; Bowling and
Dieppe, 2005). A lack of social relationships can
affect older adults adversely in many ways (House,
Landis, and Umberson, 1988).
Social aspects of a person’s life can be examined
in a variety of ways, including social capital, social
connectedness, social network, and social support.
Social capital can be discussed as the benefits and
resources that become available through social
connections (Cannuscio et al., 2003). Social capital
may affect older adults’ perceptions of well-being
(Theurer and Wister, 2010). Additionally, social
capital is influenced by the various social networks
and connections, with those people having the most
diverse connections often showing the highest sense
of well-being (Litwin and Shiovitz-Ezra, 2011). This
may relate to the different types of socialization,
such as social support vs social connectedness. A
rich variety may help to fulfil numerous needs.
Social connections related to leisure and fun serving
their own role in the life course and future well-
being of older adults (Ashida andHeaney, 2008).
One contributor to social capital is a sense of
social connectedness. Social connectedness can be
defined as a person’s feelings of belonging and
being able to relate to others (van Bel et al., 2009).
Social connectedness can often also be related to
feelings of loneliness. If individuals feel a lack of
belonging and are not able to relate to others it is
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easier for them to become isolated (Cacioppo and
Patrick, 2008). Ashida and Heaney (2008) suggest
that social connectedness is separate from social
support and serves a different yet important role in
well-being. Social connectedness allows us the
enjoyment of others company and fulfills a social
need. Someone may provide support, but not the
sense of companionship (Ashida and Heaney, 2008).
Thus, Ashida and Heaney suggest that social support
and connectedness can be seen as two different
aspects fulfilling different needs.
Having a sense of social connectedness is
important not only for well-being but it also has an
impact on improved health measures (Ashida and
Heaney, 2008; Forsman, Nyqvist, Schierenbeck,
Gustafson, and Wahlbeck, 2012). For example, a
study by Forsman et al. (2012) showed that social
activities were effective in maintaining well-being
and a positive mental state, but also that social
contacts and relationships had positive outcomes for
health. Glei, Landau, Goldman, Chuang, Rodríguez
and Weinstein (2005) found that cognition was also
related to social engagement and network size. In
this study they examined the relationship between
cognition and social engagement. Participants who
took part in more social activities did better on
cognitive tests than those that had fewer or none.
Furthermore, it may be that social networks outside
the family have an increased effect on cognition,
compared to within the family (Glei et al., 2005).
Lack of social connectedness can also create
feeling of loneliness (Rook, 1990). Loneliness is
defined as a disturbing feeling someone gets when
they perceive that their social needs are not being
met by their current social relationships (Hawkley
and Cacioppo, 2010). It should be noted that this is a
perception, since people can be alone and not feel
lonely (Hawkley and Cacioppo, 2010). Hawkley and
Cacioppo (2010) postulate that loneliness is similar
to social needs as pain is to physical needs. For
example, when we are hungry we experience hunger
and so when we feel we lack social connections we
become lonely. Thus, it is meant as a motivator for
searching for social connection.
Although there has been mixed results regarding
older adults and loneliness, a meta-analysis found
those over 80 were more likely to report increased
loneliness (Pinquart and Sorensvn, 2001).
Furthermore, a longitudinal study by Dykstra, van
Tilberg and de Jong Gierveld (2005) found that over
time many older adults increased their loneliness
scores. Furthermore, they found that increasing their
social network lowered feelings of loneliness.
Loneliness has also been connected to various
negative health and behaviour outcomes.
Social networks are considered the web of social
connections within an individual’s life (Ashida and
Heaney, 2008). These networks form the areas
where individual interact and connections with
others can occur (Ashida and Heaney, 2008).
Forming these networks can be a good starting point
to increasing a sense of social connectedness (van
Bel et al., 2009). This is the contextual basis for
where we can create feelings of social connectedness
(Ashida and Heaney, 2008). These networks extend
to numerous groups from family, neighbors, friends,
acquaintances, health care professions, and a number
of other people we come in contact with. Often the
more social ties a person has the more socially
connected they feel (Buckley and McCarthy, 2009).
Technology may be useful in developing social
connections. Baecker, Moffatt, and Massimi (2012)
suggest that technology may provide a medium
where entertainment, communication and social
connections can be enhanced. Of the technologies,
digital games can play an important role in
providing the motivation and excitement to pursue
aspects to improve older adult health, including
social well-being (Astell, 2013).
2.2 Digital Games and Older Adults
Digital games have potential for improving the lives
of older adults (Ijsselsteijn et al., 2007). They
provide a unique experience where through play a
participant may enhance certain areas depending on
the design. Thus, digital games are increasingly
being examined in ways that may be beneficial for
players.
Of the studies done on gaming for older adults
more reports are emerging about the possible
benefits (De Schutter, 2011; Ijsselsteijn, et al., 2007;
Kaufman, 2014; Kaufman, Sauvé, Renaud, and
Duplàa, 2014). Specific designs are being produced
for this demographic that allow for a variety of age
related adaptations and considerations (e.g.
Gamberini et al. 2006; Buiza et al. 2009). However,
empirical studies on older adults and digital game
use are still limited. Furthermore, older adults are
increasingly playing digital games on their own
accord. In 2011, the Entertainment Software
Association (ESA) (2011) reported that 29% of
computer game users are aged 50+. A previous
study that examined the beliefs of older adult gamers
found that they reported a variety of benefits,
including those related to socio-emotional aspects,
cognition, and learning (Kaufman et al, 2014).
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Play within itself is often a social activity in
which interaction with others occurs (Vygotsky,
1978). Many games are specifically being designed
to incorporate social elements within them
(Ijsselsteijn, et al., 2007). Furthermore, various
digital games allow for specific types of interaction;
for example multiplayer online games allow for
players to interact within the games virtual space
while being at a distance, while console games allow
players to interact virtually and in person
simultaneously.
Wii games have been used in previous studies
with older adults and have shown some benefit (eg.
Wollersheim et al., 2010, Kahlbaugh et al., 2011).
Exergames, such as Wii Fit, have been used to
demonstrate the benefits of certain games for
improving balance and exercise in older adults
(Peng, Lin, and Crouse, 2011; Heick, Flewelling,
Blau, Geller, and Lynskey, 2012). These types of
games may also help with such areas as
rehabilitation and prevention (Wiemeyer and Kliem,
2012). Furthermore; as well as the possible physical
benefits they may also affect psychological health
(Wollersheim et al., 2010).
Many of these games allow for play with others,
either competitively or collaboratively, and may
provide a social medium. For example, Kahlbaugh et
al. (2011) performed a study with 35 older adults
assigned to either watching TV or playing Wii, and
they found the Wii group had a more positive mood
and lower levels of loneliness. In an intervention
study by Wollersheim et al (2010), it was found for
older individuals in a community dwelling asked to
play Wii together, that gameplay was reported by
participants as increasing their bonding with other
participants. Furthermore, gameplay has also been
reported to be useful in reducing feelings of
loneliness (De Schutter, 2011)
The possibility of digital games to increase social
interaction is not limited to the actual gameplay.
Discussing games within social networks has also
been shown to provide opportunities to exchange
information and have fun socializing (Pearce, 2008;
Nimrod, 2010). Nimrod (2010) found that older
adults used an online social website to satisfy their
need for play while fostering communication and
community.
Digital games have been used to improve various
aspects of quality of life for older adults; however,
many studies have focused on cognitive or physical
aspects and at this point only a few have examined
the social-emotional benefits.
3 RESEARCH METHOD
A Wii Bowling tournament was organized and took
place over two months. The Wii digital bowling
game was chosen because it allows for multiple
players and is fairly accessible to numerous age
groups. Furthermore, many older adults are familiar
with bowling. The tournament utilized both
collaboration (they worked in a team) and
competition (they competed against other teams).
The competitive aspect was increased by having
cash rewards for the first, second, and third teams.
3.1 Participants
Participants were older adults aged 65 and over.
There were a total of 73 participants who played in
the tournament from 14 different centres. The
participants either lived or frequently visited these
centres, including independent living centers, senior
recreation centers, and assisted living centers.
3.2 Recruitment and Data Collection
Seniors centres, retirement villages, and community
centres were approached to help recruit participants
and to provide a space. In total, 14 centres in the
Greater Vancouver area participated. Posters and
flyers were used to recruit participants with a date
for an information session where a researcher would
come to explain the study and tournament in detail.
3.3 Instrumentation
This study used a mixed methods approach using
both questionnaires and semi-structured interviews
to collect the data. This allowed for a triangulation
of the results, helping to confirm the findings while
also allowing us to dive deeper into the participants’
experience.
Firstly, there was a pre and post questionnaire
given to all participants. The following factors were
included: background/demographics such as age,
sex, living arrangements; levels of loneliness and
social isolation; and attitudes toward video games.
The questionnaire was adapted from the UCLA
Loneliness Scale (Russell, 1996) and the Overall
Social Connectedness Dimensions (van Bel et al.,
2009). Part of the adaption was a rewording to make
all the statement forms and response scales
consistent among the various questionnaires. A
group of researchers then tested each sentence for
understanding, and where there was confusion the
phrasing was altered for clarity. The response scale
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options were strongly disagree, disagree, unsure,
agree, and strongly agree. Respondents required 15-
20 minutes to complete the survey and received a
$20 honorarium for completing each questionnaire.
For 17 participants, a pre and post semi-
structured interview was conducted. The second
interview was an in-person interview based on semi-
structured questions that asked about the participants
perceptions of their game experience during the
tournament. This allowed the researchers to get a
more in-depth understanding of the participants’
experience with the game and the connections they
made during the tournament.
3.4 Data Analysis
Data analysis was carried out using SPSS 21.0.
Demographics were examined using frequencies and
percentages Paired sample t-tests were conducted
comparing pretest and posttest scores of loneliness
snd social connectedness.
The interviews were first transcribed and then
analyzed to find common codes. MaxQDA was used
to help with the coding. Codes were collected and
major themes were identified. Only those codes that
were present in at least 50% of the interviews were
examined for the overarching themes, one of which
was social connectedness
4 FINDINGS
Both the quantitative and qualitative findings are
reported below.
4.1 Participants’ Backgrounds
Table 1: Participant background characteristics.
Characteristics Category Frequency (N) Percent (%)
Sex Male 21 28.8
Female 52 71.2
Total 73 100
Age 65-74 21 28.8
75-84 27 37
85 + 25 34.2
Total 73 100
Living
arrangement
Alone 51 69.9
Other 22 30.1
Total 73 100
Housing House 7 9.6
Condo 29 39.7
Independent/
Assisted
living
37 50.7
Total 73 100
Table 1 summarizes participants’ background
characteristics. The participants consisted of a higher
portion of female participants (almost three quarters)
to males. The age of the participants was also
examined with a fairly even distribution between the
different categories. It is interesting as this included
a third of participants being 85 or over.
Approximately two-thirds lived alone versus only
one-third that lived with another person, and half
were in assisted or independent living conditions.
4.2 Social Connectedness
Table 2: Paired sample t-tests comparing pre-test and post-
test scores on social connectedness.
Group
Pre-test
Mean (SD)
Post-test
Mean (SD)
Effect
Size
t p
(N =73) 3.410 (0.53) 3.526 (0.48) 0.42 2.18 .033
A paired-samples t-test was conducted to
compare social connectedness before and after game
playing (Table 2). There was a significant difference
in the scores of social connectedness (M=3.410,
SD=0.528) before and (M=3.526, SD=0.485) after
game playing; t (72) =2.18, p = 0.033. The result
suggests that social connectedness score of older
adults increased after two month game playing.
4.3 Loneliness
Table 3 shows the results of a paired t-test tests comparing
pre-test and post-test score on loneliness.
Group
Pre-test
Mean (SD)
Post-test
Mean (SD)
Effect
Size
t p
(N=71) 2.214 (0.54) 2.049 (0.54) 0.42 3.63 .001
A paired-samples t-test was conducted to
compare loneliness before and after game playing
(Table 3). There was a difference in the score of
loneliness (M=2.214, SD=0.528) before game
playing and (M=2.049, SD=0.54) after game
playing; t (70) =3.518, p = 0.001. The result
suggests that loneliness score of older adults
decreased after two months of game playing.
4.4 Theme of Social Connectedness
Qualitative data analysis of the 17 interviews
revealed an overarching theme of increased social
connectedness through playing the Wii game. A list
of some of the top codes related to this and the
number of times they appeared are outlined in Table
4.
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Table 4: Number of times and participants that a code was
found.
Code
No. of times
applied
No. of
people
Interaction with others b/c of Wii 84 16
Better social connections 70 13
Conversations about Wii with
family and friends
49 13
Social-connectedness was a major theme that
occurred within the interviews of participants. This
was found to have three main categories: increased
social interactions around playing Wii Bowling,
stronger social connections with previous
acquaintances, playful conversations with family
and friends.
4.4.1 Increased Social Interaction around
Playing Wii Bowling
During the interviews many participants (16)
commented about the social opportunities that
playing the game afforded. It seemed to give some
participants a break and a fun way to interact with
others. For example, John reported that, “I would
say my spirits have been uplifted a bit. Definitely,
and it’s because of this activity. Because up to that
point in time, I just do my thing and go about my
daily business, so to speak. But this, again, brought
us together and very beneficial.”
Some of the interactions continued outside of the
game. For example one participant, Liz, points out
“Well, I got to know the lady next door. And
because she was on my team, and we found out that
we lived next door to each other. So we are going to
share a garden spot together. Um, and now that I
look at the size of the spot, we probably both needed
one. But anyway, we will garden together. We’re
going to buy the plants together. So, yes, I met my
neighbour. So that was—and I might not have spent
the time with her otherwise.”
These interactions were not limited to the players
but also other older adults who came to watch the
team play, as pointed out by Faith “Because we had
people come to watch. Because they showed
interest, they thought "what are they up to now".”
The Wii game allowed for participants and
observers to increase their daily interaction with
others. This allowed players to meet new people
within the centres. As Bill explained “It’s expanded
the socializing in this complex, and I think that was
really helpful, especially for the new people.”
4.4.2 Stronger Social Connections Formed
Playing the game didn’t just increase the amount of
interaction but also allowed players to get to know
each other better and build stronger connections. As
Jocelyn explains, it helped her to bond with some of
the people she had only ever said hi to:
“It got me mixing or getting—I knew two of the
girls I was playing with—I knew them quite well,
but I met somebody else that I just sort of said hello
to in the building. So we got together. And we’ve
kind of bonded quite nicely and there’s been people
come up to watch and, you know, and you do more
than just saying hello like you say in the elevator.
“Hello,” and that’s as far as it gets. Then, they’ll
come up and they’ll watch or they’ll sort of like
encourage them to kind of try it. So there’s a lot of
communication. I really enjoyed it. “
Many of the participants stated that they got to
know the other team members better as Faith stated
“We got to know our team members well, and we
had a good time.” Some of these bonds extended to
outside of the game as mentioned by another
participant “I became better acquainted with several
of the residents. And we exchanged contact
information.”
Stronger connections to people who were
previously acquaintances were sometimes formed.
As Ruby explained, “…when we pass each other
now, we always stop and have a chat. They’re
different girls than I’m used to and so it sort of
added to my collection of girls. (laughing).” For
Isabelle this opportunity to get to know people and
get together with them on a regular basis was
important to belonging. She stated, “you get to
associate with people you probably wouldn’t
normally associate with all the time, and it gives you
a sense of belonging, right.”
The playful environment fostered many of these
social connections as Ruby states “the fact that you
mix together and have a few laughs and enjoy each
other. It's good for you too, to be doing something
rather than sitting in your room.”
4.4.3 Playful Conversations with Family and
Friends
Outside of the Wii Bowling tournament and building
networks participants also spent a certain amount of
time discussing the game with family and friends. It
was something fun to talk about. A few participants
mentioned how it became a point of conversation
and activity with grandchildren, such as John who
said, “when I pick up my grandson or my
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granddaughter, after school, they’ve got a Wii
machine and I practice my golf – pick up my golf
again. And tennis. And I said, “Now, it’s grandpa’s
turn” my grandson, Jacob: “Come here, because
Grandpa’s going to whip your butt.” (Laughs).”
Another participant, Jane, mentioned how her
family cheered her on, “They loved it! They were so
proud of me. I played with my grandsons and I
always beat them. They rooted for me! They adored
it.”
Even the older players found that their families
were often interested, as this 90-year-old player
expressed:
“They laughed at first. I was thinking why not
but they started to get interested and wanted to know
how I was doing. Did I still enjoy it and all this? I
told them we did, ‘cause we were having fun
together. They thought that was good.”
Another participant expressed how the
excitement she had for the game caused her to talk
to others about it, “and I’ve been talking to
everybody about it, you know, my friends and my
family. Yeah. I was just so excited that I joined.”
One of the winners of the tournament, Margot,
explained when she “phoned my family to tell them
we had won, you would have thought that they had
won. I had the granddaughter: “Wow, Granny!””
As can be seen by these few examples,
participants did not just attend the games and then
forget about them. Instead they discussed it outside
of the tournament. These playful conversations and
activities with various age groups may help to
enhance intergenerational relationships and increase
social connections through not simply the game, but
through the conversational aspects it seemed to
inspire in the participants.
5 DISCUSSION
In this mixed methods study, both the quantitative
and qualitative analysis showed an increase in socio-
emotional benefits for older adults who played Wii
Bowling, particularly in relation to social-
connectedness. The group increased their scores in
social connectedness and decreased loneliness scores
from pre to post test. Social connectedness was
defined as the sense of belonging and being related
to others (van Bel et al., 2009). The quantititave
questionnaire adapted from van Bel et al. (2009) was
used and confirmed a change in these scores. The
results were further confirmed and expanded upon
through the qualitative findings, in which most of
the participants interviewed found that the game
increased their social connections in some way.
Social connectedness and loneliness are
intimately related since feelings of not having a
social connection can result in feelings of loneliness
(Rook, 1990). This study seems to reinforce this
idea, as both scores were affected. Furthermore, the
types of bonds and connections go beyond that of
game play. Previous research found that individuals
with diverse social connections and networks show
the highest sense of well-being (Litwin and Shiovitz-
Ezra, 2011). Although most of the interaction
occurred during the Wii Bowling event, it seemed to
extend to various other connections such as with
family, friends, or the team members in different
circumstances. All of which may increase the
participants social capital. Many of the connections
formed and described were related to companionship
versus support. It has been noted that companionship
plays an important role in meeting the social needs
of older adults (Ashida and Heaney, 2008). These
are particularly important when considered with
loneliness. In that, a simple feeling of belonging
may help to reduce loneliness (Rook, 1990).
It should be noted that the current study was
designed with a variety of social considerations that
may have helped to enhance the social experience. It
utilized both competition and collaboration, since
members collaborated in a team but also competed
with other teams. Spectators were also encouraged
to watch and cheer the participants on. This could
help make the environment a socially rich context.
The study did not examine the effect of the Wii
Bowling tournament on the observers. However, this
would be an interesting aspect to examine in future
studies.
The study also had a large number of participants
over eighty-five and this may help to promote
further research into the possible benefits of digital
games for this age group. Further studies could
examine ways to help support interaction and make
games as accessible as possible for different
generations. Finally, it would be of interest to
examine whether digital games have a similar
benefit if played online with others. Thus, whether
the physical presence is necessary or whether older
adults gain a sense of social connection even if
interacting through a virtual environment.
6 CONCLUSIONS
This study suggests that through games where older
adult players play together it allows them to increase
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their sense of belonging and reduce loneliness.
Digital games are a fun way for older adults to
interact and form more social networks, or tighten
the bonds of those already formed. These increases
in social connectedness may contribute to an
increased quality of life. Increasing quality of life of
older adults through means of an engaging leisure
activity could be important to those experiencing
feelings of isolation.
ACKNOWLEDGEMENTS
We wish to thank the Social Sciences and
Humanities Research Council of Canada (SSHRC)
for their financial support of this project.
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