The relationship between co-playing and socioemotional status among older-adult game players

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dc.contributor.authorLee, Seyeonko
dc.contributor.authorShi, Chung-Konko
dc.contributor.authorDoh, Young Yimko
dc.date.accessioned2021-07-13T06:30:13Z-
dc.date.available2021-07-13T06:30:13Z-
dc.date.created2021-07-13-
dc.date.created2021-07-13-
dc.date.issued2021-05-
dc.identifier.citationENTERTAINMENT COMPUTING, v.38-
dc.identifier.issn1875-9521-
dc.identifier.urihttp://hdl.handle.net/10203/286580-
dc.description.abstractThis 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.languageEnglish-
dc.publisherELSEVIER SCI LTD-
dc.titleThe relationship between co-playing and socioemotional status among older-adult game players-
dc.typeArticle-
dc.identifier.wosid000663077200015-
dc.identifier.scopusid2-s2.0-85101536278-
dc.type.rimsART-
dc.citation.volume38-
dc.citation.publicationnameENTERTAINMENT COMPUTING-
dc.identifier.doi10.1016/j.entcom.2021.100414-
dc.contributor.localauthorShi, Chung-Kon-
dc.contributor.localauthorDoh, Young Yim-
dc.description.isOpenAccessN-
dc.type.journalArticleArticle-
dc.subject.keywordAuthorOlder adults-
dc.subject.keywordAuthorGamer-
dc.subject.keywordAuthorCo-playing-
dc.subject.keywordAuthorSolo-playing-
dc.subject.keywordAuthorSocioemotional status-
dc.subject.keywordAuthorVideo games-
dc.subject.keywordPlusDIGITAL GAMES-
dc.subject.keywordPlusVIDEO GAMES-
dc.subject.keywordPlusCOMPUTER GAMES-
dc.subject.keywordPlusONLINE-
dc.subject.keywordPlusHEALTH-
dc.subject.keywordPlusBENEFITS-
dc.subject.keywordPlusDESIGN-
dc.subject.keywordPlusSATISFACTION-
dc.subject.keywordPlusPREFERENCES-
dc.subject.keywordPlusBEHAVIOR-
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