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

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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.
Publisher
ELSEVIER SCI LTD
Issue Date
2021-05
Language
English
Article Type
Article
Citation

ENTERTAINMENT COMPUTING, v.38

ISSN
1875-9521
DOI
10.1016/j.entcom.2021.100414
URI
http://hdl.handle.net/10203/286580
Appears in Collection
HSS-Journal Papers(저널논문)GCT-Journal Papers(저널논문)
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