TY - JOUR
T1 - Effects of improvement on selective attention
T2 - Developing appropriate somatosensory video game interventions for institutional-dwelling elderly with disabilities
AU - Chen, Shang Ti
AU - Chiang, I. Tsun
AU - Liu, Eric Zhi Feng
AU - Chang, Maiga
PY - 2012
Y1 - 2012
N2 - The purpose of this study was to develop appropriate somatosensory video game interventions on enhancing selective attention of institutional-dwelling elderly with disabilities. Fifty-eight participants aged 65~92 were recruited and divided into four groups, 4-week and 8-week experimental and two control groups, for evaluating the one-month carry-forward effects by Vienna Test System. Fourteen participants in experimental groups voluntarily completed 30-minute Xbox games 3 times per week for a total of 4 and 8 weeks. The results showed that: (1) except sum of incorrect reaction, a majority of participants whose selective attentions had significant improvements in immediate effect, carry-forward effects and overall effect in 8-week group (p <.05); (2) 5 out of 8 items in selective attention tests had significant immediate and carry-forward effects and one overall effect in 4-week intervention (p <.05) and (3) The results conclude that using somatosensory video games is a viable approach to promote selective attention of institutional-dwelling elderly with disabilities. The present study also found that this approach could motivate elderly to participate with a variety of sound, music and sensory stimulations and is a viable and valuable direction to promote quality of life in long-term care system.
AB - The purpose of this study was to develop appropriate somatosensory video game interventions on enhancing selective attention of institutional-dwelling elderly with disabilities. Fifty-eight participants aged 65~92 were recruited and divided into four groups, 4-week and 8-week experimental and two control groups, for evaluating the one-month carry-forward effects by Vienna Test System. Fourteen participants in experimental groups voluntarily completed 30-minute Xbox games 3 times per week for a total of 4 and 8 weeks. The results showed that: (1) except sum of incorrect reaction, a majority of participants whose selective attentions had significant improvements in immediate effect, carry-forward effects and overall effect in 8-week group (p <.05); (2) 5 out of 8 items in selective attention tests had significant immediate and carry-forward effects and one overall effect in 4-week intervention (p <.05) and (3) The results conclude that using somatosensory video games is a viable approach to promote selective attention of institutional-dwelling elderly with disabilities. The present study also found that this approach could motivate elderly to participate with a variety of sound, music and sensory stimulations and is a viable and valuable direction to promote quality of life in long-term care system.
KW - Aging and aged
KW - Attention
KW - Somatosensory video game
KW - Xbox Kinect
UR - http://www.scopus.com/inward/record.url?scp=84867169414&partnerID=8YFLogxK
M3 - Journal Article
AN - SCOPUS:84867169414
SN - 1303-6521
VL - 11
SP - 409
EP - 417
JO - Turkish Online Journal of Educational Technology
JF - Turkish Online Journal of Educational Technology
IS - 4
ER -