Using Digital Games to Enhance Older Adults' Cognitive Skills and Social Lives
David Kaufman, Andrew Sixsmith, Simon Fraser University, Canada ; Louise Sauve, Teluq, University of Quebec at Montreal, Canada ; Lise Renaud, University of Quebec at Montreal, Canada ; Emmanuel Duplaa, University of Ottawa, Canada
EdMedia + Innovate Learning, in Victoria, Canada ISBN 978-1-939797-03-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
: This project investigates the use of digital games to enhance seniors’ quality of life. By digital games we mean games played face-to-face or online on a computer, handheld device, or videogame machine. Our research questions are: (1) Can seniors’ cognitive and social lives be enhanced by playing digital games? (2) What are key implementation factors when seniors play digital games? Technology-based games promise many benefits to seniors but research evidence is sparse about whether and how these can be realized. Our project will investigate the effective use of digital games to enhance seniors’ cognitive and social capacities and quality of life as they age. This four-year project will investigate relationships among personal characteristics, gameplay process variables and outcomes, as well as studying the implementation factors. Both quantitative and qualitative methods will be used.
Kaufman, D., Sixsmith, A., Sauve, L., Renaud, L. & Duplaa, E. (2013). Using Digital Games to Enhance Older Adults' Cognitive Skills and Social Lives. In J. Herrington, A. Couros & V. Irvine (Eds.), Proceedings of EdMedia 2013--World Conference on Educational Media and Technology (pp. 228-233). Victoria, Canada: Association for the Advancement of Computing in Education (AACE).
© 2013 Association for the Advancement of Computing in Education (AACE)