Publication: Digital gaming trends of middle-aged and older adults: a sample from Turkey
dc.contributor.coauthor | Us, Elif Öykü | |
dc.contributor.department | Department of Psychology | |
dc.contributor.kuauthor | Seçer, İlmiye | |
dc.contributor.kuprofile | Teaching Faculty | |
dc.contributor.other | Department of Psychology | |
dc.contributor.schoolcollegeinstitute | College of Social Sciences and Humanities | |
dc.contributor.yokid | 330365 | |
dc.date.accessioned | 2024-11-09T23:30:37Z | |
dc.date.issued | 2023 | |
dc.description.abstract | Background: Although the gaming habits of children, adolescents, and younger adults have been investigated in Turkey there has been less emphasis on the gaming patterns of middle-aged and older adults. The current study therefore investigated middle-aged and older adults' digital gaming habits, the aspects of digital games that they believe are enjoyable and any perceived psychological and cognitive advantages. Methods: Of the 177 middle-aged and older adults aged between 55 and 85 years (M = 62) living in Turkey who partook in the study, data from 140 participants were analyzed. Participants completed the 'Demographic Information Form' and Engagement with Digital Games Questionnaire' via a Qualtrics link that was distributed on social media platforms and using the convenience and snowball sampling technique. Results: Findings of this study showed that out of the 57 digital game players, the majority (N = 34) reported to play puzzle games such as Candy Crush. Moreover, gamers indicated that they believed digital games had psychological and cognitive benefits. Conclusion: Overall, the findings of the current study revealed that middle-aged and older adults enjoy playing digital games for fun, stress relief, and as a mental exercise regime. | |
dc.description.indexedby | WoS | |
dc.description.indexedby | Scopus | |
dc.description.issue | 1 | |
dc.description.openaccess | NO | |
dc.description.publisherscope | International | |
dc.description.volume | 54 | |
dc.identifier.doi | 10.1177/10468781221144184 | |
dc.identifier.eissn | 1552-826X | |
dc.identifier.issn | 1046-8781 | |
dc.identifier.quartile | N/A | |
dc.identifier.scopus | 2-s2.0-85143599462 | |
dc.identifier.uri | http://dx.doi.org/10.1177/10468781221144184 | |
dc.identifier.uri | https://hdl.handle.net/20.500.14288/12266 | |
dc.identifier.wos | 893359400001 | |
dc.keywords | Middle-aged and older adults | |
dc.keywords | Digital games | |
dc.keywords | Psychological and cognitive effects | |
dc.keywords | Motivations for video game play | |
dc.keywords | Turkey | |
dc.language | English | |
dc.publisher | Sage Publications Inc | |
dc.source | Simulation and Gaming | |
dc.subject | Education | |
dc.subject | Educational research | |
dc.subject | Social psychology | |
dc.subject | Social sciences | |
dc.title | Digital gaming trends of middle-aged and older adults: a sample from Turkey | |
dc.type | Journal Article | |
dspace.entity.type | Publication | |
local.contributor.authorid | 0000-0002-0119-0075 | |
local.contributor.kuauthor | Seçer, İlmiye | |
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