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Bodner E, Segev A, Chernitsky R, Barak Y. Playing Kioku Reduces Loneliness in Older Adults: A Pilot Study. Games Health J 2024; 13:428-435. [PMID: 38808474 DOI: 10.1089/g4h.2023.0130] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/30/2024] Open
Abstract
Introduction: Playing together increases social connectedness, and it may be a tool to reduce loneliness. Research into the mental health benefits of board games is underdeveloped. Objectives: The study aims to examine the effects of the Kioku board game on well-being outcomes. The Kioku board game was developed in order to enable small group interactions with a focus on encouraging participants to create stories through mutual attention and interaction. We hypothesized that following a weekly intervention for 12 weeks, players would report a decrease in loneliness and an increase in well-being, compared with nonplayers. Methods: During the summer of 2022, participants in groups of 4-5 players, chose a cube word and narrated a story. A sample of 151 older adults (Mean age = 75.05 ± 6.46 years) recruited from seven community activity centers in Israel was assigned by block randomization to an intervention (n = 72) or a control group (n = 79), awaiting 4-6 weeks for future participation. Loneliness (UCLA loneliness scale) and well-being (World Health Organization 5-item scale) were evaluated at baseline and at 12 weeks. Results: A two-way repeated measures analysis of covariance (ANCOVA) (Group × Time) controlling for age, country of origin, and marital status revealed significant interaction effects for loneliness [F(1, 146) = 178.04, n2 = 0.549, P < 0.001] and well-being [F(1, 146) = 69.14, n2 = 0.321, P < 0.001]. Loneliness decreased in the intervention group (mean difference: 0.62 points, P < 0.001), and increased in the control group (mean difference: 0.18 points, P = 0.001). Well-being increased in the intervention group (mean difference: 0.79 points, P < 0.001) and decreased in the control group (mean difference: 0.20 points, P < 0.001). Conclusions: Our findings support the effectiveness of the Kioku board game intervention for decreasing loneliness and promoting well-being in older adults, who might still be coping with the effects of the COVID-19 pandemic.
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Affiliation(s)
- Ehud Bodner
- Department of Social and Health Sciences, Bar-Ilan University, Ramat Gan, Israel
| | | | | | - Yoram Barak
- Department of Psychological Medicine, Dunedin School of Medicine, University of Otago, Dunedin, New Zealand
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Châtel BDL, Janssen JHM, Peeters GMEE, Corten R, Tieben R, Deen M, Hendriks EJM, Olde Rikkert MGM. Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study. JMIR Serious Games 2024; 12:e52640. [PMID: 39412863 PMCID: PMC11525082 DOI: 10.2196/52640] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2023] [Revised: 06/07/2024] [Accepted: 07/17/2024] [Indexed: 10/18/2024] Open
Abstract
BACKGROUND Digital mental health interventions could sustainably and scalably prevent and reduce loneliness in older adults. We designed an app containing 29 text-based games and a questionnaire-administering chatbot to stimulate intergenerational contact. OBJECTIVE This study aims to evaluate the feasibility of a social gaming app in reducing loneliness among older adults by evaluating recruitment strategies, data collection procedures, and gameplay activity. METHODS This mixed methods study recruited participants via newsletters, articles, and a social media campaign. We used semistructured interviews and descriptive analysis of questionnaire answers and game data to assess feasibility. Key measures included recruitment reach and efficiency, participant demographics, in-app activity, and app usability and engagement feedback. RESULTS The social media campaign reached 192,641 potential participants, resulting in 1363 game downloads. A total of 155 participants (aged 65 years and older: n=34, 21.9% and aged less than 65 years: n=121, 78.1%) provided informed consent, yielding a conversion rate of 0.08%. The recruitment campaign focusing on distanced playful interaction had a significantly (P<.001) higher click-through rate (1.98%) than a campaign focusing on research participation (click-through rate=0.51%; P<.001). The overall conversion rate from advertisement exposure to research participation was 0.08%. Participants had a mean age of 48 (SD 16) years. The 65 years and older group averaged 70 (SD 5) years, while the less 65 years group averaged 42 (SD 12) years. Additionally, 45.2% (57/126) reported at least moderate levels of loneliness at baseline. Of the initial 554 players, 91 (16.4%) remained active after the first week, and 32 (5.8%) remained active for more than 90 days. Active participants tended to interact with those within their own age group, as indicated by a Pearson correlation of r=0.31 between the ages of the message sender and receiver. Interviews with 12 (48%) participants (aged 65-79 years; female: n=12, 83%) revealed barriers such as excessive chatbot questions and a mismatch between the target group and app design focus. Questionnaire completion rates dropped from 46% at baseline to 10% at follow-up. CONCLUSIONS These findings underscore the challenges of recruitment and retention for older adults in a fully digital social gaming intervention. Effective recruitment strategies and targeted app design are crucial for engagement. Based on these insights, future interventions should focus on simplified interfaces, clear guidance for gameplay, and addressing the specific needs and preferences of older adults, thereby enhancing the effectiveness of digital mental health interventions.
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Affiliation(s)
- Bas D L Châtel
- Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands
- Computational Science Lab, University of Amsterdam, Amsterdam, Netherlands
- Radboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands
| | - Jeroen H M Janssen
- Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands
- Radboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands
| | - Geeske M E E Peeters
- Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands
- Radboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands
| | - Rense Corten
- Department of Sociology/Interuniversity Center for Social Science Theory and Methodology, Utrecht University, Utrecht, Netherlands
| | - Rob Tieben
- Games for Health, Eindhoven, Netherlands
| | - Menno Deen
- Super Menno Monster, Utrecht, Netherlands
| | - Elmy J M Hendriks
- Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands
| | - Marcel G M Olde Rikkert
- Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands
- Radboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands
- Department of Geriatric Medicine, Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Center, Nijmegen, Netherlands
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Infanti A, Valls-Serrano C, Billieux J, Perales JC. Psychometric Properties of the Spanish Motives for Online Gaming Questionnaire in a Sample of College Students. THE SPANISH JOURNAL OF PSYCHOLOGY 2024; 27:e16. [PMID: 38801093 DOI: 10.1017/sjp.2024.16] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/29/2024]
Abstract
This study investigates the psychometric properties of the Spanish version of the Motives for Online Gaming Questionnaire (MOGQ). We explored the factor structure and construct validity of the MOGQ through its relationships with gaming disorder symptoms (IGD-20) and impulsivity traits. We also analyzed if sociodemographic variables and gaming habits were related to gaming motives. An online cross-sectional survey was completed by 845 college students. Structure validity was examined using a combination of exploratory and confirmatory factor analyses, which supported a bifactor model composed of a general motivation factor and six uncorrelated factors (a mixed factor composed of escape and coping, competition, recreation, skill, social, and fantasy). Omega-hierarchical and omega coefficients were used to determine reliability of the MOGQ. The scale presented acceptable reliability for the general factor (ωh = .79) and the specific factor scores (social ω = .79, escape/coping ω = .81, competition ω = .79, skill ω = .84, fantasy ω = .82, and recreation ω = .70). Positive associations were observed between the MOGQ and the IGD-20 symptoms, with escape/coping (r = .48) and fantasy (r =.40) showing the strongest ones. Null or low correlations were observed with impulsivity traits. Motives to play varied significantly across genders. These findings provide evidence that the Spanish version of the MOGQ is a reliable and valid tool to assess motives to play online games.
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Nilsen R, Johansen T, Løvstad M, Linnestad AM. Playing online videogames-more than just entertainment? A qualitative study of virtual social participation in persons with spinal cord injury. FRONTIERS IN REHABILITATION SCIENCES 2024; 5:1395678. [PMID: 38818410 PMCID: PMC11137226 DOI: 10.3389/fresc.2024.1395678] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/04/2024] [Accepted: 05/01/2024] [Indexed: 06/01/2024]
Abstract
Introduction Spinal cord injury (SCI) affects many aspects of life, physically, emotionally and socially. Engaging in online videogames holds the potential to facilitate increased social interactions for individuals with SCI. The aim of this study is to increase our understanding of the experiences people with SCI have with using online videogames as an arena for social participation. Methods A focus group interview was conducted with seven participants with SCI, aged 15-35, all experienced in using online videogames as a method of socializing. The data was analyzed using thematic analysis. Results The participants highlighted that playing online videogames way of maintaining social connections and expanding their social network. However, they faced challenges due to limited knowledge and negative attitudes from others regarding use of videogames as a social arena. Three main themes were developed from the findings: "Disabling social barriers", "Attitudes towards gaming" and "Gaming-connecting people". Conclusion Healthcare professionals should consider videogames as a leisure activity and facilitate their use, recognizing their potential for social interaction and well-being. Prioritizing activities that promote social interaction is crucial for good health.
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Affiliation(s)
- R. Nilsen
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
| | - T. Johansen
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
- Department of Rehabilitation Science and Health Technology, Faculty of Health Science Oslo, Oslo Metropolitan University, Oslo, Norway
| | - M. Løvstad
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
- Department of Psychology, Faculty of Social Sciences, University of Oslo, Oslo, Norway
| | - A. M. Linnestad
- Department of Research, Sunnaas Rehabilitation Hospital, Nesodden, Norway
- Department of Research, Lovisenberg Diaconal Hospital, Oslo, Norway
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Park K, Chang H, Hong JP, Kim MH, Park S, Jung JY, Kim D, Hahm BJ, An JH. The Effect of Time Spent on Online Gaming on Problematic Game Use in Male: Moderating Effects of Loneliness, Living Alone, and Household Size. Psychiatry Investig 2024; 21:181-190. [PMID: 38433417 PMCID: PMC10910165 DOI: 10.30773/pi.2023.0027] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/02/2023] [Revised: 10/25/2023] [Accepted: 12/01/2023] [Indexed: 03/05/2024] Open
Abstract
OBJECTIVE This study aimed to investigate the association between gaming time and problematic game use (PGU) within a large sample of Korean male gamers and to examine the potential moderating effects of loneliness, living alone, and household size. METHODS This study employed data from 743 male gamers from the National Mental Health Survey 2021, a nationally representative survey of mental illness conducted in South Korea. Self-reported data on the average gaming time per day, severity of PGU, loneliness, living alone, and household size were used. RESULTS Gaming time was positively associated with PGU and this relationship was significantly moderated by loneliness such that the positive effect of gaming time on PGU was greater when the levels of loneliness were high. The three-way interaction effect of gaming time, loneliness, and living alone was also significant, in that the moderating effect of loneliness on the relationship between gaming time and PGU was significant only in the living alone group. However, household size (i.e., number of housemates) did not moderate the interaction between gaming time and loneliness among gamers living with housemates. CONCLUSION These results suggest the importance of considering loneliness and living arrangements of male gamers, in addition to gaming time, in identifying and intervening with individuals at heightened risk of PGU.
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Affiliation(s)
- Kyeongwoo Park
- Department of Psychology, Sungkyunkwan University, Seoul, Republic of Korea
| | - Hyein Chang
- Department of Psychology, Sungkyunkwan University, Seoul, Republic of Korea
| | - Jin Pyo Hong
- Department of Psychiatry, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Myung Hyun Kim
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Sohee Park
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Jin Young Jung
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Dahae Kim
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Bong-Jin Hahm
- Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, Republic of Korea
- Department of Neuropsychiatry, Seoul National University Hospital, Seoul, Republic of Korea
| | - Ji Hyun An
- Department of Psychiatry, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
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Salerno L, Pepi A, Graffeo MT, Albano G, Giordano C, Lo Coco G, Di Blasi M. Understanding Problematic Gaming During the Covid-19 Pandemic in Adolescents and Adults: A Systematic Review of the Literature. CLINICAL NEUROPSYCHIATRY 2023; 20:370-387. [PMID: 37791083 PMCID: PMC10544249 DOI: 10.36131/cnfioritieditore20230418] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Figures] [Subscribe] [Scholar Register] [Indexed: 10/05/2023]
Abstract
Objective A growing body of evidence suggests that online gaming increased during the COVID-19 outbreak. This systematic review aims to summarize extant literature that reported on problematic gaming among both adolescents and adults during the pandemic and to identify available research on the bidirectional association between problematic gaming and mental health outcomes. Method A systematic search was carried out through PubMed, Web of Knowledge and AGRIS, Embase, Medline, PsychINFO (from January 2020 to January 2023), using keywords related to problematic gaming and mental health outcomes. Both cross-sectional and longitudinal empirical studies which used validated measures of problematic gaming and mental health outcomes during the COVID-19 pandemic were included. Results Twenty-five empirical articles were eligible for the current review, comprising 28,978 participants. The majority of the selected studies had cross-sectional designs. Overall, most eligible studies showed significant association between problematic gaming and negative mental health outcomes during the pandemic. Correlations were mostly found between problematic gaming, depression and anxiety. Conclusions Future research focusing on the relationship between problematic gaming and mental health outcomes should go beyond the considerable weaknesses due to methodological limitations of cross-sectional design, sampling and measures.
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Affiliation(s)
- Laura Salerno
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Alessandro Pepi
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Maria Teresa Graffeo
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Gaia Albano
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Cecilia Giordano
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Gianluca Lo Coco
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
| | - Maria Di Blasi
- Department of Psychology, Educational Science and Human Movement, University of OPEN ACCESS
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