No Cover Image

Journal article 1149 views

A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older

Hannah R. Marston, Shannon Freeman, Kristen A. Bishop, Christian Beech Orcid Logo

Games for Health Journal, Volume: 5, Issue: 3, Pages: 157 - 174

Swansea University Author: Christian Beech Orcid Logo

Full text not available from this repository: check for access using links below.

Check full text

DOI (Published version): 10.1089/g4h.2015.0087

Abstract

Background: Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or grea...

Full description

Published in: Games for Health Journal
ISSN: 2161-783X 2161-7856
Published: 2016
Online Access: Check full text

URI: https://cronfa.swan.ac.uk/Record/cronfa33031
Tags: Add Tag
No Tags, Be the first to tag this record!
first_indexed 2017-04-25T18:57:33Z
last_indexed 2023-01-11T14:06:51Z
id cronfa33031
recordtype SURis
fullrecord <?xml version="1.0" encoding="utf-8"?><rfc1807 xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"><bib-version>v2</bib-version><id>33031</id><entry>2017-04-25</entry><title>A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older</title><swanseaauthors><author><sid>5ca0a21842dbd8d4d95959416a19103d</sid><ORCID>0000-0003-2276-2324</ORCID><firstname>Christian</firstname><surname>Beech</surname><name>Christian Beech</name><active>true</active><ethesisStudent>false</ethesisStudent></author></swanseaauthors><date>2017-04-25</date><deptcode>ASSD</deptcode><abstract>Background: Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology.Materials and methods: PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review.Results: Results highlighted that 60 percent of articles were published in gerontological journals, whereas only 8.7 percent were published in computer science journals. No studies focused directly on the oldest old population. Few studies included sample sizes greater than 100 participants. Seven primary and 34 secondary themes were identified, of which Hardware Technology and Assessment were the most common.Conclusions: Existing evidence demonstrates the paucity of studies engaging older adults 85 years of age and above regarding the use of digital gaming and highlights a new understudied cohort for further research focus. Recommendations for future research include intentional recruitment and proportionate representation of participants ≥85 years of age, large sample sizes, and explicit mention of specific numbers of participants ≥85 years of age, which are necessary to advance knowledge in this area. Integrating a rigorous and robust mixed-methods approach including theoretical perspectives would lend itself to further in-depth understanding and knowledge generation in this field. A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Available from: https://www.researchgate.net/publication/301549992_A_Scoping_Review_of_Digital_Gaming_Research_Involving_Older_Adults_Aged_85_and_Older [accessed Apr 25, 2017].</abstract><type>Journal Article</type><journal>Games for Health Journal</journal><volume>5</volume><journalNumber>3</journalNumber><paginationStart>157</paginationStart><paginationEnd>174</paginationEnd><publisher/><placeOfPublication/><isbnPrint/><isbnElectronic/><issnPrint>2161-783X</issnPrint><issnElectronic>2161-7856</issnElectronic><keywords/><publishedDay>16</publishedDay><publishedMonth>6</publishedMonth><publishedYear>2016</publishedYear><publishedDate>2016-06-16</publishedDate><doi>10.1089/g4h.2015.0087</doi><url/><notes/><college>COLLEGE NANME</college><department>Social Work</department><CollegeCode>COLLEGE CODE</CollegeCode><DepartmentCode>ASSD</DepartmentCode><institution>Swansea University</institution><apcterm/><funders/><projectreference/><lastEdited>2023-06-28T14:45:10.2169403</lastEdited><Created>2017-04-25T14:45:53.2979616</Created><path><level id="1">Faculty of Medicine, Health and Life Sciences</level><level id="2">School of Health and Social Care - Public Health</level></path><authors><author><firstname>Hannah R.</firstname><surname>Marston</surname><order>1</order></author><author><firstname>Shannon</firstname><surname>Freeman</surname><order>2</order></author><author><firstname>Kristen A.</firstname><surname>Bishop</surname><order>3</order></author><author><firstname>Christian</firstname><surname>Beech</surname><orcid>0000-0003-2276-2324</orcid><order>4</order></author></authors><documents/><OutputDurs/></rfc1807>
spelling v2 33031 2017-04-25 A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older 5ca0a21842dbd8d4d95959416a19103d 0000-0003-2276-2324 Christian Beech Christian Beech true false 2017-04-25 ASSD Background: Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology.Materials and methods: PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review.Results: Results highlighted that 60 percent of articles were published in gerontological journals, whereas only 8.7 percent were published in computer science journals. No studies focused directly on the oldest old population. Few studies included sample sizes greater than 100 participants. Seven primary and 34 secondary themes were identified, of which Hardware Technology and Assessment were the most common.Conclusions: Existing evidence demonstrates the paucity of studies engaging older adults 85 years of age and above regarding the use of digital gaming and highlights a new understudied cohort for further research focus. Recommendations for future research include intentional recruitment and proportionate representation of participants ≥85 years of age, large sample sizes, and explicit mention of specific numbers of participants ≥85 years of age, which are necessary to advance knowledge in this area. Integrating a rigorous and robust mixed-methods approach including theoretical perspectives would lend itself to further in-depth understanding and knowledge generation in this field. A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Available from: https://www.researchgate.net/publication/301549992_A_Scoping_Review_of_Digital_Gaming_Research_Involving_Older_Adults_Aged_85_and_Older [accessed Apr 25, 2017]. Journal Article Games for Health Journal 5 3 157 174 2161-783X 2161-7856 16 6 2016 2016-06-16 10.1089/g4h.2015.0087 COLLEGE NANME Social Work COLLEGE CODE ASSD Swansea University 2023-06-28T14:45:10.2169403 2017-04-25T14:45:53.2979616 Faculty of Medicine, Health and Life Sciences School of Health and Social Care - Public Health Hannah R. Marston 1 Shannon Freeman 2 Kristen A. Bishop 3 Christian Beech 0000-0003-2276-2324 4
title A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
spellingShingle A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
Christian Beech
title_short A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
title_full A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
title_fullStr A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
title_full_unstemmed A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
title_sort A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older
author_id_str_mv 5ca0a21842dbd8d4d95959416a19103d
author_id_fullname_str_mv 5ca0a21842dbd8d4d95959416a19103d_***_Christian Beech
author Christian Beech
author2 Hannah R. Marston
Shannon Freeman
Kristen A. Bishop
Christian Beech
format Journal article
container_title Games for Health Journal
container_volume 5
container_issue 3
container_start_page 157
publishDate 2016
institution Swansea University
issn 2161-783X
2161-7856
doi_str_mv 10.1089/g4h.2015.0087
college_str Faculty of Medicine, Health and Life Sciences
hierarchytype
hierarchy_top_id facultyofmedicinehealthandlifesciences
hierarchy_top_title Faculty of Medicine, Health and Life Sciences
hierarchy_parent_id facultyofmedicinehealthandlifesciences
hierarchy_parent_title Faculty of Medicine, Health and Life Sciences
department_str School of Health and Social Care - Public Health{{{_:::_}}}Faculty of Medicine, Health and Life Sciences{{{_:::_}}}School of Health and Social Care - Public Health
document_store_str 0
active_str 0
description Background: Interest in the use of digital game technologies by older adults is growing across disciplines from health and gerontology to computer science and game studies. The objective of this scoping review was to examine research evidence involving the oldest old (persons 85 years of age or greater) and digital game technology.Materials and methods: PubMed, CINHAL, and Scopus were searched, and 46 articles were included in this review.Results: Results highlighted that 60 percent of articles were published in gerontological journals, whereas only 8.7 percent were published in computer science journals. No studies focused directly on the oldest old population. Few studies included sample sizes greater than 100 participants. Seven primary and 34 secondary themes were identified, of which Hardware Technology and Assessment were the most common.Conclusions: Existing evidence demonstrates the paucity of studies engaging older adults 85 years of age and above regarding the use of digital gaming and highlights a new understudied cohort for further research focus. Recommendations for future research include intentional recruitment and proportionate representation of participants ≥85 years of age, large sample sizes, and explicit mention of specific numbers of participants ≥85 years of age, which are necessary to advance knowledge in this area. Integrating a rigorous and robust mixed-methods approach including theoretical perspectives would lend itself to further in-depth understanding and knowledge generation in this field. A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Available from: https://www.researchgate.net/publication/301549992_A_Scoping_Review_of_Digital_Gaming_Research_Involving_Older_Adults_Aged_85_and_Older [accessed Apr 25, 2017].
published_date 2016-06-16T14:45:06Z
_version_ 1769954246897172480
score 11.012947