Abstract
The goal of this study is to identify a set of psychosocial variables and design
domains important for game designers to encourage active ageing, wellbeing and quality of life. Sixty adult learners at four Universities of Third Age were
randomly assigned to three groups: The Experimental group (G1), who tested
firstly a game-based learning platform (GBLP) and then a computer-assisted
platform (CAP); The Comparison group (G2), who tested firstly the CAP and
then the GBLP; and the Control group (G3) that did not take part in the intervention. Participants were assessed on their health-related wellbeing and
quality of life, using the SF36v2 and WHOQOL-BREF scales before and after
each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p= .029) and general health-related wellbeing (F(2,57) = 5.231, p= .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games.
domains important for game designers to encourage active ageing, wellbeing and quality of life. Sixty adult learners at four Universities of Third Age were
randomly assigned to three groups: The Experimental group (G1), who tested
firstly a game-based learning platform (GBLP) and then a computer-assisted
platform (CAP); The Comparison group (G2), who tested firstly the CAP and
then the GBLP; and the Control group (G3) that did not take part in the intervention. Participants were assessed on their health-related wellbeing and
quality of life, using the SF36v2 and WHOQOL-BREF scales before and after
each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p= .029) and general health-related wellbeing (F(2,57) = 5.231, p= .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games.
Original language | English |
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Pages (from-to) | 842-854 |
Number of pages | 13 |
Journal | Behaviour and Information Technology |
Volume | 37 |
Issue number | 8 |
Early online date | 18 Jun 2018 |
DOIs | |
Publication status | Published - 2018 |
Bibliographical note
This is an Accepted Manuscript of an article published by Taylor & Francis in Behaviour and Information Technology on 18/06/2018, available online: http://www.tandfonline.com/ 10.1080/0144929X.2018.1485744Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.
Keywords
- Games
- Ageing
- Well-being
- Quality of life
- Pilot study
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Sylvester Arnab
- Research Centre in Postdigital Cultures - Professor in Games Science - Applied Games
Person: Teaching and Research
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