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How younger elderly realize usefulness of cognitive training video games to maintain their independent living

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  • Talaei-Khoei, Amir
  • Daniel, Jay

Abstract

The objective of this paper is to understand the perception that younger elderly persons have towards the usefulness of playing Xbox Kinect video games as an assistive technology that is designed to maintain their cognitive abilities. Available literature highlights two kinds of assistive technologies; the first being Supportive Technologies that provide aid for already-declined functional abilities (such as hearing aids), and the second being Empowering Technologies that maintain functional abilities which have not yet declined (such as Xbox Kinect cognitive games). The difference in the nature between supportive and empowering technologies plays an important role in perceiving their benefits. For instance, while hearing aids as a supportive technology are perceived as useful through the improvement of hearing abilities, cognitive training games as an empowering technology have a long-term usefulness for cognitive abilities. This study conducts twenty-one qualitative interviews (range 65–87 years; mean = 71; SD = 3.81) and introduces perceived transfer effect. This effect allows the elderly to perceive the usefulness of playing cognitive training video games, which are designed to cultivate the cognitive abilities. In addition, this study found that the elderly value their independent living, and through cognitive video games, the elderly may remain capable of living independently.

Suggested Citation

  • Talaei-Khoei, Amir & Daniel, Jay, 2018. "How younger elderly realize usefulness of cognitive training video games to maintain their independent living," International Journal of Information Management, Elsevier, vol. 42(C), pages 1-12.
  • Handle: RePEc:eee:ininma:v:42:y:2018:i:c:p:1-12
    DOI: 10.1016/j.ijinfomgt.2018.05.001
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    References listed on IDEAS

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    Cited by:

    1. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    2. Bárbara-Mariana Gutiérrez-Pérez & Antonio-Víctor Martín-García & Alicia Murciano-Hueso & Ana-Paula Oliveira Cardoso, 2023. "Use of serious games with older adults: systematic literature review," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 10(1), pages 1-17, December.
    3. Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
    4. Boyu Qiu & Yanrong Chen & Xu He & Ting Liu & Sixian Wang & Wei Zhang, 2021. "Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability," IJERPH, MDPI, vol. 18(13), pages 1-10, June.
    5. Hao Cheng, 2024. "Seeing life through life: Unpacking life education in intergenerational learning in China," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 11(1), pages 1-12, December.

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