How younger elderly realize usefulness of cognitive training video games to maintain their independent living. (October 2018)
- Record Type:
- Journal Article
- Title:
- How younger elderly realize usefulness of cognitive training video games to maintain their independent living. (October 2018)
- Main Title:
- How younger elderly realize usefulness of cognitive training video games to maintain their independent living
- Authors:
- Talaei-Khoei, Amir
Daniel, Jay - Abstract:
- Highlights: Literature shows elderly value their independent lives. Cognitive training video games maintain seniors' cognitive abilities. Cognitive abilities can be transferred to everyday life capabilities. Literature lacks seniors' perception about the above-mentioned transfer effect. This paper introduces Perceived Transfer Effect through interviewing seniors. 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 perceiveHighlights: Literature shows elderly value their independent lives. Cognitive training video games maintain seniors' cognitive abilities. Cognitive abilities can be transferred to everyday life capabilities. Literature lacks seniors' perception about the above-mentioned transfer effect. This paper introduces Perceived Transfer Effect through interviewing seniors. 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. … (more)
- Is Part Of:
- International journal of information management. Volume 42(2018)
- Journal:
- International journal of information management
- Issue:
- Volume 42(2018)
- Issue Display:
- Volume 42, Issue 2018 (2018)
- Year:
- 2018
- Volume:
- 42
- Issue:
- 2018
- Issue Sort Value:
- 2018-0042-2018-0000
- Page Start:
- 1
- Page End:
- 12
- Publication Date:
- 2018-10
- Subjects:
- Assistive technology -- Cognitive training video games -- Elderly -- Adoption -- Usefulness
Social sciences -- Information services -- Periodicals
Social sciences -- Research -- Periodicals
Information science -- Periodicals
Management information systems -- Periodicals
Knowledge management -- Periodicals
Sciences sociales -- Documentation, Services de -- Périodiques
Sciences sociales -- Recherche -- Périodiques
Sciences de l'information -- Périodiques
Systèmes d'information de gestion -- Périodiques
Information science
Management information systems
Social sciences -- Information services
Social sciences -- Research
Periodicals
Electronic journals
025.52068 - Journal URLs:
- http://www.sciencedirect.com/science/journal/02684012 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.ijinfomgt.2018.05.001 ↗
- Languages:
- English
- ISSNs:
- 0268-4012
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 4542.304900
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- 7066.xml