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A PILOT STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE AGED 50 YEARS AND OLDER

dc.contributor.advisorRussoniello, Carmen V.en_US
dc.contributor.authorStyron, Ruth-Ann Braswellen_US
dc.contributor.departmentRecreational Therapy Administrationen_US
dc.date.accessioned2015-06-04T19:57:16Z
dc.date.available2015-06-04T19:57:16Z
dc.date.issued2015en_US
dc.description.abstractCognitive health impacts quality of life, ability to maintain independence, and even survival. As adults age, cognition is known to decline. Effective interventions are needed to maintain and improve cognition for an aging population. Research studies have suggested that the intellectual engagement provided by living in complex environments could protect cognitive health. Casual video game play could provide the needed stimulation produced by challenging tasks. Casual Video Games (CVGs) are fun, easy to access, and easy to learn how to play. In this pilot study, the efficacy of CVGs in changing cognition in adults aged 50 years and older was tested by comparing pre-test and post-test scores within a group of participants playing one of two prescribed CVGs. The methodology included participants playing either Bejeweled 3 or Bookworm Adventures Deluxe for 30 minutes during a one-time testing session. The Trail Making Test (TMT) was used to measure changes in participants' cognition pre- and post-intervention. Results indicated statistically significant changes in TMT scores, indicating faster cognitive processing. These findings demonstrated the use of prescribed CVGs as an intervention to change cognition. It is recommended researchers continue to study CVGs as a potentially efficacious intervention to improve cognition.  en_US
dc.description.degreeM.S.en_US
dc.format.extent72 p.en_US
dc.format.mediumdissertations, academicen_US
dc.identifier.urihttp://hdl.handle.net/10342/4962
dc.language.isoen_US
dc.publisherEast Carolina Universityen_US
dc.subjectAlternative medicineen_US
dc.subjectAgingen_US
dc.subjectCasual video gamesen_US
dc.subjectCognitionen_US
dc.subjectTrail making testen_US
dc.subject.lcshCognition--Age factors
dc.subject.lcshQuality of life
dc.subject.lcshAutonomy (Psychology) in old age
dc.subject.lcshVideo games
dc.titleA PILOT STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE AGED 50 YEARS AND OLDERen_US
dc.typeMaster's Thesisen_US

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