1,032 research outputs found

    Can communication technologies reduce loneliness and social isolation in older people?: a scoping review of reviews

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    Background: Loneliness and social isolation in older age are considered major public health concerns and research on technology-based solutions is growing rapidly. This scoping review of reviews aims to summarize the communication technologies (CTs) (review question RQ1), theoretical frameworks (RQ2), study designs (RQ3), and positive effects of technology use (RQ4) present in the research field. Methods: A comprehensive multi-disciplinary, multi-database literature search was conducted. Identified reviews were analyzed according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework. A total of N = 28 research reviews that cover 248 primary studies spanning 50 years were included. Results: The majority of the included reviews addressed general internet and computer use (82% each) (RQ1). Of the 28 reviews, only one (4%) worked with a theoretical framework (RQ2) and 26 (93%) covered primary studies with quantitative-experimental designs (RQ3). The positive effects of technology use were shown in 55% of the outcome measures for loneliness and 44% of the outcome measures for social isolation (RQ4). Conclusion: While research reviews show that CTs can reduce loneliness and social isolation in older people, causal evidence is limited and insights on innovative technologies such as augmented reality systems are scarce

    Exergames

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    Augmented Tangible Surfaces to Support Cognitive Games for Ageing People

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-19695-4_27The continuous and rapidly increasing elderly population requires a revision of technology design in order to devise systems usable and meaningful for this social group. Most applications for ageing people are built to provide supporting services, taking into account the physical and cognitive abilities that decrease over time. However, this paper focuses on building technology to improve such capacities, or at least slow down their decline, through cognitive games. This is achieved by means of a digitally-augmented table-like surface that combines touch with tangible input for a more natural, intuitive, and appealing means of interaction. Its construction materials make it an affordable device likely to be used in retirement homes in the context of therapeutic activities, and its form factor enables a versatile, quick, and scalable configuration, as well as a socializing experience.This work received financial support from Spanish Ministry of Economy and Competitiveness under the National Strategic Program of Research and Project TIN2010-20488, and from Universitat Politécnica de Valencia under Project UPV-FE-2014-24. It is also supported by fellowships APOST D/2013/013 and ACIF/2014/214 within the VALi+d program from Conselleria d’Educació, Cultura i Esport (GVA).García Sanjuan, F.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Augmented Tangible Surfaces to Support Cognitive Games for Ageing People. En Ambient Intelligence - Software and Applications. Springer. 263-271. doi:10.1007/978-3-319-19695-4_27S26327

    Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review

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    Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scopus, and Web of Science) focusing on published journal papers between 1970 and 2000. Search results identified 3186 articles guided by the PRISMA Extension for Scoping Reviews (PRISMA-ScR); 4 papers were irretrievable, 138 duplicated papers were removed, leaving 3048 were assessed for eligibility and 3026 were excluded. Articles (n = 22) were included into this review, with four papers primarily published in 1997 and in 1999. Thematic analysis identified five primary themes: purpose and objectives, respective authors’ reporting, technology, ethics and environment) and seven secondary themes: populations, type of participants (e.g. children, students), ethical approval, study design, reimbursement, language, type of assessments. This scoping review is distinctive because it primarily focuses on Generation X, who have experienced and grown-up with videogames, and contributes to several disciplines including: game studies, gerontology and health, and has wider implications from a societal, design and development perspective of video games

    Comparing Teacher Education and Finance Majors’ Agreement with Financial Morality Topics

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    The authors describe findings of a survey that contains items related to financial morality. They analyzed responses of 382 teacher education majors and finance majors at a Midwestern institution of higher learning. The study found highest agreement with items measuring business responsibilities, and lowest agreement with items related to wealth distribution. It notes significant differences and varying effect sizes among education and finance majors’ interpretation of items concerning business responsibility, wealth distribution, and business management. Analysis of items concerning consumer attitudes and consumer behaviors found significant differences and moderate effect sizes. The authors argue for additional research that explores the concepts related to financial morality and provide suggestions for related study.

    A scoping review and a taxonomy of the use of motion-based technology centered on the end user. A special focus on elderly health

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    Motion-based technology (MBT) has been applied in the last decades with enormous success in a high number of applications. Its use continues growing and is specially interesting in the health area. Nowadays, its employment is being more and more specialised with respect to the profile of the end user (i.e., child, adolescent/teenager, adult or elderly). This paper first reviews the use of MBT centered in the end user from a global perspective. It also proposes a taxonomy that allows cataloguing the MBT employment directed to the end user. Then, from these results, the paper centers the review on the MBT application aiming to improve the health of elderly. The results highlighted in this paper can help to a better understanding of MBT, especially when it is applied thinking in elderly as the end users.This study is partially funded by the Universidad de Málaga with the national project Bio4Res (PID2021-125184NB-I00) from the Ministerio de Ciencia e Innovaci ́on de Espa ̃na (MCIN). Funding for open access charge: Universidad de Málaga / CBUA

    Virtual into Verisimilitude: Videogames\u27 Ability to Induce Empathy

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    The current study seeks to link traditional forms of empathy induction with new research that suggests videogames can be used as an experiential method of induction. One hundred-nine college students, sixty-four females and forty-six males, were used in a 2x2x2 design, the independent variables being prosocial/neutral videogame, empathic/neutral instructions, and gender. Dependent variables were both questionnaire responses to a fictional story and an opportunity to be realistically altruistic. Participants played either a prosocial or neutral videogame, received either empathic or neutral reading instructions, and then read a vignette depicting a difficult situation faced by the writer. They then rated their reactions on a 7-point Likert scale before being asked to donate time to a local charity. A marginally significant result of gender was found in that females generally responded more strongly than males, and no other results were significant. These finding were different than previous research

    Theatre, Dance and Motion Pictures Academic Program Review, 2014

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    This 29 page report reviews several programs from Wright State University\u27s Department of Theatre, Dance and Motion Pictures, specifically looking at the time from Fall 2009 to Fall 2014. Programs Reviewed: Acting Dance Design and Technology Motion Pictures Theatre Studie

    Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review

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    Besides their entertainment value, serious games can have beneficial therapeutic effects for elderly people that improve their health and well-being. Games are likely to be accepted by elderly persons who have enjoyed games their lives, and because there are more and more of such elderly, it is important to investigate games as a therapeutic device. This research reviewed the literature focusing on the effects of games on elderly persons in three main types of effects: physical, cognitive, and social effects. The majority of reviewed papers focused on physical and cognitive effects, and were published in recent years, which emphasizes the relative novelty of this topic and suggests that future research will need to address social impact as well. In addition, while many papers claimed positive impacts as a result of using games, our review found that more attention should be given to research designs
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