Wii as entertainment and socialisation aids for mental and social health of the elderly

Yin Leng Theng*, Puay Hoe Chua, Tan Phat Pham

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

51 Citations (Scopus)

Abstract

As the world population ages rapidly, it is likely that more elderly risks being detached from society. The possible isolation of many more elderly could lead to societal and mental health problems that could weigh down on public healthcare systems. Using surveys, focus groups, interviews and video analysis, our pilot study examines the effects of the Nintendo Wii games, examples of co-located games, between two generations (old and young), and the factors that could affect the adoption and enjoyment of computer-mediated games as entertainment and socialization aids between the elderly and the youths. This pilot study with 14 pairs of elderly-teenager participants shows that general attitude towards the other age group improves after a period of playing. The paper concludes with a discussion on design recommendations for computer-mediated games in general that can support inter-generational gameplay between the elderly and the youths, and as entertainment and socialisation aids to promote positive mental and social health of the elderly.

Original languageEnglish
Title of host publicationExtended Abstracts - The 30th ACM Conference on Human Factors in Computing Systems, CHI 2012
Pages691-702
Number of pages12
DOIs
Publication statusPublished - 2012
Externally publishedYes
Event30th ACM Conference on Human Factors in Computing Systems, CHI 2012 - Austin, TX, United States
Duration: May 5 2012May 10 2012

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference30th ACM Conference on Human Factors in Computing Systems, CHI 2012
Country/TerritoryUnited States
CityAustin, TX
Period5/5/125/10/12

ASJC Scopus Subject Areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

Keywords

  • computer games
  • elderly
  • intergenerational
  • older adults
  • technology adoption
  • teenagers

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