DC Field | Value | Language |
---|---|---|
dc.contributor.author | Lee, Seyeon | ko |
dc.contributor.author | Shi, Chung-Kon | ko |
dc.contributor.author | Doh, Young Yim | ko |
dc.date.accessioned | 2021-07-13T06:30:13Z | - |
dc.date.available | 2021-07-13T06:30:13Z | - |
dc.date.created | 2021-07-13 | - |
dc.date.created | 2021-07-13 | - |
dc.date.issued | 2021-05 | - |
dc.identifier.citation | ENTERTAINMENT COMPUTING, v.38 | - |
dc.identifier.issn | 1875-9521 | - |
dc.identifier.uri | http://hdl.handle.net/10203/286580 | - |
dc.description.abstract | This study aimed to investigate differences in socioemotional status and perceptions of video games among older adult co-players, solo players, and non-players of video games. We collected data on these three groups through a survey of 190 Korean participants between the ages of 50 and 69 years (Mean age = 59.2). Results showed that co-players expressed a higher positive affect and well-being, higher companionship and emotional support, and more positive perceptions of video games than solo players and non-players. However, there was no difference in positive affect and well-being between solo players and non-players, and solo-players experienced higher levels of companionship and emotional support than non-players. Among co-players, there was no significant difference in socioemotional status between those who mainly played in co-located settings and those who played in Internet-mediated settings. In addition, positive perception mediated between frequency of game play and positive socioemotional status within playing groups. We subsequently examined ways to promote co-playing in older adults and highlight the importance of considering the social context when designing video games for older adults. | - |
dc.language | English | - |
dc.publisher | ELSEVIER SCI LTD | - |
dc.title | The relationship between co-playing and socioemotional status among older-adult game players | - |
dc.type | Article | - |
dc.identifier.wosid | 000663077200015 | - |
dc.identifier.scopusid | 2-s2.0-85101536278 | - |
dc.type.rims | ART | - |
dc.citation.volume | 38 | - |
dc.citation.publicationname | ENTERTAINMENT COMPUTING | - |
dc.identifier.doi | 10.1016/j.entcom.2021.100414 | - |
dc.contributor.localauthor | Shi, Chung-Kon | - |
dc.contributor.localauthor | Doh, Young Yim | - |
dc.description.isOpenAccess | N | - |
dc.type.journalArticle | Article | - |
dc.subject.keywordAuthor | Older adults | - |
dc.subject.keywordAuthor | Gamer | - |
dc.subject.keywordAuthor | Co-playing | - |
dc.subject.keywordAuthor | Solo-playing | - |
dc.subject.keywordAuthor | Socioemotional status | - |
dc.subject.keywordAuthor | Video games | - |
dc.subject.keywordPlus | DIGITAL GAMES | - |
dc.subject.keywordPlus | VIDEO GAMES | - |
dc.subject.keywordPlus | COMPUTER GAMES | - |
dc.subject.keywordPlus | ONLINE | - |
dc.subject.keywordPlus | HEALTH | - |
dc.subject.keywordPlus | BENEFITS | - |
dc.subject.keywordPlus | DESIGN | - |
dc.subject.keywordPlus | SATISFACTION | - |
dc.subject.keywordPlus | PREFERENCES | - |
dc.subject.keywordPlus | BEHAVIOR | - |
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