Cognitive Benefits of Digital Games for Older Adults
Strategies for Increasing Participation
Robyn Schell and David Kaufman
Simon Fraser University, 8888 University Dr, Burnaby, BC, Canada
Keywords: Digital Games, Cognitive Benefits, Barriers, Older Adults.
Abstract: There is evidence that shows that playing digital games has cognitive benefits for older adults. However, to
reap these cognitive benefits, barriers that prevent full participation in gameplay must be overcome. This
position paper describes the cognitive benefits of digital gaming for older people, outlines some of the
obstacles they may face when playing digital games, and offers strategies that could help reduce these barriers
so more older adults could enjoy the benefits of playing digital games.
1 INTRODUCTION
Between 2000 and 2050, the proportion of the world's
population over 60 years will double from about 11%
to 22% and the number of people aged 60 years and
over is predicted to increase from 605 million to two
billion (World Health Organization (WHO), 2014).
The WHO report also predicts the number of people
aged 80 and older will quadruple in the period 2000
to 2050.
Concern about the long-term impact of ageing
populations is influencing public debate about quality
of life as we age and about the resources needed to
appropriately support older people to be physically
and mentally active. Technology can play a role in
this area as an increasing number of older adults are
using technology as part of their daily lives. In April
2012 the Pew Research Center found for the first time
that more than half of older adults 65 years or more
used the Internet and 47% said that they have a high-
speed connection at home (Pew Internet Research
Project, 2012).
Older adults are also playing more digital games.
Annual reports published by the Entertainment
Software Association (ESA) show that mature
gamers are becoming an expanding segment of the
gaming population in the US. In 1999, 9% of the
digital game audience was over 50 (Entertainment
Software Association, 2005) while by 2011 29% of
those who played games were aged 50+
(Entertainment Software Industry, 2011).
There is evidence showing that playing digital
games can help to sustain and develop cognitive
abilities, but there are barriers that prevent older
adults from fully participating in playing them. This
position paper outlines the cognitive benefits of
playing digital games, the obstacles that can inhibit
participation, and suggests how these obstacles might
be addressed so that more older people could enjoy
the cognitive benefits associated with digital gaming
in greater numbers.
2 COGNITIVE ABILITIES
OF OLDER ADULTS
As people age, they often suffer losses in general
cognitive abilities (Green and Bavelier, 2004).
Although the impact of cognitive decline varies,
impaired executive function has the most significant
impact (Muijden et al., 2012). Executive function
manages our ability to perform certain tasks related to
perception, response, and maintenance of contextual
information that is related to working memory,
reasoning, and problem solving (Botvinick et al.,
2001) (National Center for Learning Disabilities,
2014). In addition to normal ageing issues, diseases
associated with ageing such as Alzheimer’s,
Parkinson’s, and stroke can negatively affect the
cognitive abilities of older adults. However, while
cognitive decline is often considered to be a natural
outcome of ageing, cognitive neuroscience suggests
that this process could be slowed and perhaps even
reversed with training or therapeutic techniques
(Green and Bavelier, 2004).
Schell, R. and Kaufman, D.
Cognitive Benefits of Digital Games for Older Adults - Strategies for Increasing Participation.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 2, pages 137-141
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
137
3 DIGITAL GAMES AND
COGNITIVE ABILITIES
Digital games draw upon multiple cognitive abilities
and are designed to be fun to play. Games scaffold
learning supporting participants to continue to play
despite challenges they encounter in the game. These
attributes could mean that digital games have the
potential for enhancing the lives of older adults
(IJsselsteijn et al., 2007).
With the advances of virtual-reality interactive
technology, digital games have become an innovative
venue for leisure activities for older adults (Chiang et
al., 2012). For example, Nintendo Wii Fit™ and
XBOX 360 platforms by Microsoft and Play Station
Eye can support play that reflects the player’s
physical movement. Wii Bowling or Wii Fit digital
games have been found to improve concentration,
attention, memory, visual-spatial skills, hand eye
coordination, decision making, and speed reactions
(Calvert, 2004). Researchers have also determined
that executive control processes such as switching
tasks, working memory, and visual short-term
memory can be significantly improved after playing
digital games (Basak et al., 2008).
In their meta-analysis of studies that examined
physical and cognitive impact of digital games on
older adults, Zhang and Kaufman (2015) found that
playing digital games had positive impact on older
adults’ balance, mobility, executive function, and
processing speed. These authors also suggested that it
is a fallacy that older people cannot learn digital
games since older adults are just as capable as
younger people in learning new things and adapting
to new ideas and change. Their results confirm the
findings of previous studies that “older adults do not
need to be technologically savvy to benefit from
training” (Kueider et al., 2012, p.11). However, older
people have shown a preference for games that do not
call for quick and exact movement and non-violent
games (Nap et al., 2009).
4 CHALLENGES FACED BY
OLDER ADULTS IN PLAYING
DIGITAL GAMES
Providing enjoyable and interesting leisure activities
to older adults is a serious challenge within the
domains of care and technology (Bouwhuis, 2006).
Barriers such as lack of guidance, lack of role models,
fear, preferences, and lack of social support limit
participation in physical activity (Allender et al.,
2006). It is possible that these same barriers also
impede the level of older adults’ participation in
interactive computer games especially in those that
require higher levels of dexterity, balance, and
strength.
4.1 Game Equipment and Game
Design
Inappropriate game design can also diminish the
enjoyment of the game, reducing the health benefits
and improvements to the quality of life that playing
games can offer (Whitlock et al., 2011). When a
technology is user friendly and not too difficult to use,
and suited to the needs of an older demographic, older
players are more likely to adopt and enjoy the
experience of using it (Sauve et al., 2015). Usability
is a factor in increasing the participation of older
people in playing digital games.
Marston’s comparison of the Nintendo Wii and
Sony PlayStation2 consoles found that the choice of
consoles can negatively impact game play (Marston,
2013). Her study included 68 participants with a mean
age of 57 years who played Wii golf, tennis, or boxing
on either Nintendo Wii with a remote or PS2 with a
game pad. By measuring the level of flow— the
quality of immersiveness and feelings of satisfaction
associated with gaming—Marston concluded that the
Wii remote was easier to use than the game pad on
the PS2 console, facilitating more natural interaction
with the game.
Some findings have suggested that readily
available commercial digital games are not easily
accessible to the frailest elderly (Gerling and Masuch,
2011). Gerling and Masuch’s study of a digital game,
SilverPromenade, developed for the Nintendo Wii for
this age group, included 18 people in two groups
living in full care homes with average ages of 80 and
81 and varying degrees of cognition and physical
impairment. All but one of the participants depended
on assistive devices and experienced some sensory-
motor impairments. Eight had some experience with
playing digital games and were familiar with Wii
Sports equipment. Gerling’s findings suggested that
the Wii remote could be better designed for older
adults if there were no small buttons and game play
did not include time-based interactions.
Observational data indicated that using the Wii
remote for pointing activities posed barriers to those
with more severe issues with coordination and
dexterity issues. A short questionnaire showed that
training participants beforehand provided a better
experience for these players and that previous game
experience had a positive effect on game
CSEDU 2016 - 8th International Conference on Computer Supported Education
138
performance. Gerling and Masuch concluded that the
participants were able to learn and use new
technologies despite their physical limitations
although there were some issues with game control.
A study by Hwang et al., (2011) also focussed on
the design of digital games for older adults. This
research produced and evaluated an embodied
interactive video game (EIVG) that integrated human
physical movement similar to the human-computer
interaction experienced when playing Wii Bowling.
The purpose of the study was to understand the
usability and dependability of the game system for
those with limited physical abilities. The study
interviewed and observed 30 people aged 60 plus who
were recruited from a rural community, as well as a
group of elementary school volunteers, and a nursing
home. Players interacted with animations via a
webcam using their body movement to interface with
the game system so no remote or keyboard was
needed. The first game involved categorizing food for
health, the second game was about identifying the
symbols of Asian and European countries, and the
third was based on speed of movements made during
the game. The study found evidence that this kind of
interface reduced player’s physical barriers. Players
were able to move any part of the body, eliminating
the need to manage a remote and buttons while
playing the game (Hwang et al, 2011). From the
studies described here it appears that game equipment
and game design both play an important role in game
usability for older adults but the impact may vary by
age and frailty of the player.
4.2 Psychosocial Barriers
Lack of instruction on how to play digital games and
use the equipment, a lack of incentives to invest their
time in using technology, and the low value of
technology in their lives also negatively affect
participation among older people (Marston, 2012).
Acquiring technical proficiency can be a source of
anxiety for older adults who are playing digital games
for the first time (Wollersheim et al., 2010). In some
cases, older people may feel that playing digital games
is not appropriate for someone of their age (De Schutter
and Vanden Abeele, 2010). In addition, the concept of
“stereotype threat” may shape perceptions, whereby
older adults believe they will not be able to understand
digital games or like them (Schultz, 2006), creating the
expectation of failure. These negative feelings may
hinder older adults from playing digital games and
prevent them from enjoying the cognitive benefits
games they might offer.
To allow older adults to achieve some level of
success in playing digital games, IJsselsteijn et al.
(2007) recommended providing positive feedback on
learning goals rather than performance goals to
increase the sense of self-efficacy. IJesselsteijn et al.
also found the social aspects of playing digital games
to be a strong motivator for older players. Allender et
al. (2006) found that enjoyment and strong social
networks were associated with greater participation in
physical activity. It is possible that games that
promote social connection could also increase the
level of activity and participation of older people in
playing digital games. Voida and Greenberg
described Wii as a computational meeting place
where older adults establish social contacts with peers
and can experience intergenerational play. Voida and
Greenberg’s study included 30 participants from
different age groups playing together in the same
location. Their data suggested that intergenerational
play provides developmental benefits for both older
and younger players as well as creates an entry point
for older players to become more digitally literate
(Stephens et al., 2008).
Leisure activities such as playing games has been
found to be a venue for informal learning and one of
the chief reasons individuals initially learn how to use
computers (Voida and Greenberg, 2012). Support for
learning new technology is important to encouraging
adoption and peer-to-peer mentoring is one method
for developing greater computer literacy among older
adults (Selwyn, 2005). Setting up equipment was
found to be a particular challenge for older adults
playing Wii bowling and a task often taken care of by
a key person who was proficient with the technology
or enjoyed using technology (Schell, Hausknecht, &
Kaufman, 2015). Therefore, it seems that further
guidance and support for game set up could help to
build greater technical expertise among older players
while enhancing their sense of self efficacy. It is
possible that more instruction and practice on how to
play would also promote greater engagement and self
confidence in playing digital games.
Nevertheless, despite challenges presented to
older adults playing digital games, perceived benefits
can be more important to ageing individuals than the
costs of poor design (Sharit, Czaja, Perdomo, & Lee,
2004). McLaughlin, Gandy, Allaire, & Whitcomb
(2012) viewed the potential advantages of playing
digital games within the context of a cost/benefit
analysis. Through this model, the motivations of older
adults for playing digital games can be understood as
a balance between the perceived advantages of
playing and disadvantages such as barriers
encountered during game play. By promoting the
cognitive and social advantages of playing digital
Cognitive Benefits of Digital Games for Older Adults - Strategies for Increasing Participation
139
games more older adults may be encouraged to play
(Higgins et al., 2010). Older adults have also cited the
lack of realistic role models in the community as a
deterrent to playing digital games and some older
adults have wondered whether playing digital games
is inappropriate for their age group (De Schutter &
Vanden Abeele, 2010). Publicizing the fact that
greater numbers of older people are playing digital
games may help reduce these misconceptions and
increase participation in playing digital games.
Appropriate incentives may also prompt older
people to play digital games increasing the value of
this technology in the lives of older people.
McLaughlin et al. (2012) suggested integrating a
reward system to encourage participation. Perhaps
small prizes offered to winners in a game tournament,
would be a fairly straightforward strategy to organize
and implement and might provide incentives to older
gamers to play digital games.
5 DIGITAL GAMES
AND COGNITIVE ABILITIES
Older people could enjoy the cognitive benefits of
playing digital games but a number of factors would
need to be considered so that an optimal environment
for play can be created for them. These factors
include ensuring appropriate games and equipment
are available; providing instruction and training;
facilitating the social aspect of playing games; and
providing incentives for participation publicising the
advantages of playing digital games such as their
ability to help maintain and improve cognitive
abilities as one ages.
ACKNOWLEDGEMENTS
We wish to thank the AGE-WELL National Centre of
Excellence for their financial support of this paper.
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