Digital Game Plan by Older Adults

According to this study's authors (Kaufman, Sauvé, Renaud, Sixsmith, & Mortenson, 2016), playing digital games can improve seniors' quality of life by enhancing their cognitive, social, and physical skills. The research identifies playing patterns, associated socio-emotional and cognitive benefits, and difficulties adults face when playing digital games. Researchers are curious to know if playing digital games makes people happier as they age, potentially delaying the onset of old age.


The article's authors discuss a number of factors linked to playing digital games, their advantages for adults, and the difficulties that can arise. First, the authors acknowledge that it is a challenge for many adults to maintain a positive, healthy, independent and quality life. The main reason is that social, physical and cognitive functions decline when people grow old (Kaufman et al., 2016). Second, researchers note that it is possible to promote positive aging by using therapeutic or training techniques. Playing digital games is an effective method of improving the quality of life in elder people. Third, social and cognitive functions determine an individual’s quality of life, while physical activity has only a minimum effect. Therefore, cognitive health is an important factor in the aging process because the elderly lose their cognitive functions. According to Kaufman et al., (2016), playing games has several benefits such as sharpening the mind, enhancing social skills, promoting healthy behavior and creating a high level of relaxation and entertainment. Lastly, challenges encountered when playing digital games are high costs and low self-esteem. According to the authors, many adults find the digital games costly, hence do not play them. Besides, a low self-esteem associated with loss of some cognitive functions makes it difficult to play the games.


Authors and their Credentials


Five authors that wrote this article are Lise Renaud, David Kaufman, Andrew Sixsmith, Louise Sauve and Ben Mortenson. However, David Kaufman and Andrew Sixsmith contributed most of the ideas during the study. They have unique credentials as described below.


David Kaufman – He is a professor at Simon Fraser University and works in the Faculty of Education (Kaufman et al., 2016). He is currently studying on digital technologies that can improve the life of the aging people. Besides three books, David has published more than 100 articles used by other researchers.


Andrew Sixsmith – He is a professor at Simon Fraser University and a director of Gerontology Research Center (Kaufman et al., 2016). He is also a member of British Society of Gerontology Executive Committee. Furthermore, he has represented UK on the EU’s Committee of Ageing and Technology.


Basis of the Information


The information is based on research. The study is an experimental design that involved people with more than 55 years (Kaufman et al., 2016). Besides, the study employed a cross-sectional survey of game playing on both digital and non-digital platforms. The instrument used to collect data was a closed ended questionnaire. Participants answered questions on the game playing patterns, associated benefits and challenges experienced.


People Who Can Benefit From the Article


This article targets academicians, psychotherapists, psychologists and healthcare practitioners. This audience can use the findings of the research to identify methods of improving cognitive, physical and social functions of the elderly population. Besides, the information can help in caring for patients who have dementia.


Type of Work


This article is highly valuable because it offers a solution to a problem that has affected the elderly population for long. Besides, the study is variable because it involved self-reported skills on patterns applied when playing games.


Reference


Kaufman, D., Sauvé, L., Renaud, L., Sixsmith, A., & Mortenson, B. (2016). Older adults’ digital gameplay: Patterns, benefits, and challenges. Simulation & Gaming, 47(4), 1-25.

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