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  The Elderly Enjoy Brain-Training With Video Games More Than The Young
by Lennart Nacke on 09/29/09 06:30:00 am   Expert Blogs
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  Posted 09/29/09 06:30:00 am
 

Does it matter for the elderly whether they play brain-training games with paper or computer? Yes, it does. In the next issue of CyberPsychology & Behavior, you can read about a recent study from us that has analysed the advantages of brain-training games for young and old.

We found that brain-training games on paper are more effective and efficient than on a Nintendo DS, which refers to the shorter task completion time and the lower error rate on paper. Since we were looking at one the arithmetic challenges in Dr. Kawashima's Brain Training, these metrics were readily accessible from the game console.

Nevertheless, for all our participants (elderly and younger control group), the video game was more arousing and induced a heightened sense of gaming flow. Flow was described by Mihály Csíkszentmihályi as a peak experience or sensation that people feel when they are totally involved in something.

When we compared the control group with the elderly, we found - to our suprise - that the brain-training game correlated with positive feelings for the elderly, but with negative feelings for the young. This result is exciting as it supports the notion that your grandparents will enjoy a brain-training game much more than you might think after playing it yourself.

Dr. Shock puts it nicely, saying that each "institution for the elderly should provide gaming opportunities." I agree with him, thinking that we can see a lot of potential for elderly gamers, who appreciate logic games for their positive mental benefits and may, hence, have more fun playing them. Maybe, we will even see "silver game designers" creating games for exactly this elderly demographic (the silver gamers) in the future.

If you have more questions about the study, feel free to email me at len at acagamic com.

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Comments

Scott Pelland
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Thanks for the post, Lennart. It might be of interest for your readers to learn that when I was with Nintendo of America working on marketing Brain Age for North America we heard from NCL that much of their marketing effort in Japan was based on fear--the fear of older people who worried that they might be losing their mental edge. The Japanese ads would ask a simple question such as, "What did you have for dinner last Tuesday?" The suggestion was that, if you didn't remember such details, then Brain Age might help. We also found that older players tended to stick with the game over longer periods and play more regularly. I'd love to see, as you suggest, more games designed for this market of mature gamers. My guess is that they would be fiercely loyal to games and brands that deliver the right experiences for them.

Lennart Nacke
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Sorry for the late reply, Scott. I think what you mention is quite interesting and would warrant more studies on what exactly is the motivator for playing brain-training games for young and old people. Fear (of losing your mental edge) certainly sounds reasonable for the elderly, but what about the younger people. I think the fierce loyalty of older customers is something that might be interesting as recent gamers grow older. Will those of us that stuck to "hardcore" gaming stick with the same kind of games (or genres) in 40 years (although the delivery of games will certainly change over time as well)?


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