Publication:
Digital gaming trends of middle-aged and older adults: a sample from Turkey

dc.contributor.coauthorUs, Elif Öykü
dc.contributor.departmentDepartment of Psychology
dc.contributor.kuauthorSeçer, İlmiye
dc.contributor.kuprofileTeaching Faculty
dc.contributor.otherDepartment of Psychology
dc.contributor.schoolcollegeinstituteCollege of Social Sciences and Humanities
dc.contributor.yokid330365
dc.date.accessioned2024-11-09T23:30:37Z
dc.date.issued2023
dc.description.abstractBackground: 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.indexedbyWoS
dc.description.indexedbyScopus
dc.description.issue1
dc.description.openaccessNO
dc.description.publisherscopeInternational
dc.description.volume54
dc.identifier.doi10.1177/10468781221144184
dc.identifier.eissn1552-826X
dc.identifier.issn1046-8781
dc.identifier.quartileN/A
dc.identifier.scopus2-s2.0-85143599462
dc.identifier.urihttp://dx.doi.org/10.1177/10468781221144184
dc.identifier.urihttps://hdl.handle.net/20.500.14288/12266
dc.identifier.wos893359400001
dc.keywordsMiddle-aged and older adults
dc.keywordsDigital games
dc.keywordsPsychological and cognitive effects
dc.keywordsMotivations for video game play
dc.keywordsTurkey
dc.languageEnglish
dc.publisherSage Publications Inc
dc.sourceSimulation and Gaming
dc.subjectEducation
dc.subjectEducational research
dc.subjectSocial psychology
dc.subjectSocial sciences
dc.titleDigital gaming trends of middle-aged and older adults: a sample from Turkey
dc.typeJournal Article
dspace.entity.typePublication
local.contributor.authorid0000-0002-0119-0075
local.contributor.kuauthorSeçer, İlmiye
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relation.isOrgUnitOfPublication.latestForDiscoveryd5fc0361-3a0a-4b96-bf2e-5cd6b2b0b08c

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