Improving the Social Connectedness of Older Adults Through Digital Social Gaming - A Pilot Study

Jeroen H. M. Janssen, V. E. van Es, Bas D. L. Châtel, Rob Tieben, Menno Deen, Marcel G. M. Olde Rikkert, G. M. E. E. Peeters
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Abstract

Abstract Background Digital social interventions for older adults have become increasingly important due to their flexibility and potential to reduce loneliness. Digital games provide easy and fun interaction possibilities but need more exploration. Methods Using a mixed-methods design, we piloted a chat-based mobile application ( PhotoSnake ) designed to elicit social connectedness. Participants joined two in-person workshops two weeks apart and a focus group afterwards. They filled in a demographics and loneliness questionnaire pre- and post-intervention, and we collected anonymous in-app data. Results At baseline, participants (N = 15) were 74 years old, moderately lonely (Median = 2.0), partnered (40%), retired (93%), and living independently alone (53%) or with others (47%). Loneliness did not change over time. They valued the in-person workshops to get to know each other. Participants enjoyed playing the game for a few days but felt it lacked sufficient variation to persist gameplay. Furthermore, the in-app interaction mainly focused on the game and was perceived as too superficial to be meaningful. Conclusion This study helps design future digital interventions by showing the importance of in-person contact for engagement and meaningfulness. Players do not automatically label in-game interaction as valuable, and game design should focus on aiding players in creating personal interaction moments.
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通过数字社交游戏改善老年人的社会联系——一项试点研究
背景数字社会干预对老年人越来越重要,因为它们具有灵活性和减少孤独感的潜力。数字游戏提供了简单有趣的互动可能性,但需要更多的探索。方法采用混合方法设计,我们试用了一个基于聊天的移动应用程序(PhotoSnake),旨在引发社会联系。参与者参加了两个面对面的研讨会,间隔两周,之后参加了一个焦点小组。他们在干预前后填写了一份人口统计和孤独感问卷,我们收集了匿名的应用内数据。在基线时,参与者(N = 15)为74岁,中度孤独(中位数= 2.0),有伴侣(40%),退休(93%),独自生活(53%)或与他人(47%)。孤独并没有随着时间而改变。他们重视面对面的研讨会,以便彼此了解。参与者喜欢玩游戏几天,但觉得它缺乏足够的变化来坚持游戏玩法。此外,应用内互动主要集中在游戏上,被认为太肤浅而没有意义。本研究通过展示面对面接触对参与和意义的重要性,有助于设计未来的数字干预措施。玩家不会自动给游戏内互动贴上有价值的标签,游戏设计应该专注于帮助玩家创造个人互动时刻。
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