The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents : a protocol study of a mixed methods intervention trial
- Chesler, Jessica, McLaren, Suzanne, Klein, Britt, Watson, Shaun
- Authors: Chesler, Jessica , McLaren, Suzanne , Klein, Britt , Watson, Shaun
- Date: 2015
- Type: Text , Journal article
- Relation: BMC Geriatrics Vol. 15, no. 1 (2015), p. 1-8
- Full Text:
- Reviewed:
- Description: Background: The proportion of people aged 65 or older is the fastest growing age group worldwide. Older adults in aged care facilities have higher levels of depression, and lower levels of social support and sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing. The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness. The current study aims to investigate an intervention program designed to foster relationships among older adults in care based on shared interests. Residents will be assessed on the effectiveness of a 6 week program of playing Wii bowling in comparison to a control group. Method/Design: Participants will be allocated to the intervention (Wii bowling) or the control group based on their place of residence. Participants in the intervention group will be invited to participate in Wii bowling twice weekly, with up to three other residents for a period of 6 weeks. Residents in both conditions will be assessed for depression, social support, sense of belonging, and current self-rated mood at pre-intervention (0 weeks), post-intervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members will also be collected at weeks 1, 3, and 6. Both groups will receive a Wii console after week 6 to establish if residents and staff engage with the Wii without intervention. Discussion: The Wii provides a user friendly platform for older adults to use video games, and it incorporates both social and competitive aspects in the game play. Existing research has not extensively investigated the social aspects of using this type of technology with older adults. If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use. Trial Registry: Australian New Zealand Clinical Trials Registry: ACTRN12614000445673. © 2015 Chesler et al.
- Authors: Chesler, Jessica , McLaren, Suzanne , Klein, Britt , Watson, Shaun
- Date: 2015
- Type: Text , Journal article
- Relation: BMC Geriatrics Vol. 15, no. 1 (2015), p. 1-8
- Full Text:
- Reviewed:
- Description: Background: The proportion of people aged 65 or older is the fastest growing age group worldwide. Older adults in aged care facilities have higher levels of depression, and lower levels of social support and sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing. The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness. The current study aims to investigate an intervention program designed to foster relationships among older adults in care based on shared interests. Residents will be assessed on the effectiveness of a 6 week program of playing Wii bowling in comparison to a control group. Method/Design: Participants will be allocated to the intervention (Wii bowling) or the control group based on their place of residence. Participants in the intervention group will be invited to participate in Wii bowling twice weekly, with up to three other residents for a period of 6 weeks. Residents in both conditions will be assessed for depression, social support, sense of belonging, and current self-rated mood at pre-intervention (0 weeks), post-intervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members will also be collected at weeks 1, 3, and 6. Both groups will receive a Wii console after week 6 to establish if residents and staff engage with the Wii without intervention. Discussion: The Wii provides a user friendly platform for older adults to use video games, and it incorporates both social and competitive aspects in the game play. Existing research has not extensively investigated the social aspects of using this type of technology with older adults. If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use. Trial Registry: Australian New Zealand Clinical Trials Registry: ACTRN12614000445673. © 2015 Chesler et al.
The effects of playing Nintendo Wii on depression, sense of belonging, social support, and mood among Australian aged care residents : A pilot study
- Authors: Chesler, Jessica
- Date: 2015
- Type: Text , Thesis , Masters
- Full Text:
- Description: Adults aged 65 years or older constitute the fastest growing age group worldwide, leading to greater numbers of people requiring care in residential facilities. Adults in these facilities have higher levels of depression, lower levels of social support, and lower levels of sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions aimed at improving the mental health of aged care residents. Within this population, cognitive and physical benefits of playing video games have been documented in the literature, as well as greater social interaction, and decreased loneliness. The aim of the current study was to investigate the effectiveness of playing Wii bowling twice weekly, with up to 3 other residents, for 6 weeks. An Australian sample of 31 women and 8 men between the ages of 65 and 95 years (Mean age = 85.68, SD = 9.62) were randomised to either a treatment or control group based on their place of residence. The residents completed demographic information, The Veterans Affairs Saint Louis University Mental Status Exam, the Geriatric Depression Scale Short Form, the Social Provisions Scale, and three visual analogue scales to measure sense of belonging and mood. These scales were completed pre-intervention (0 weeks), postintervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members was also collected at weeks 1, 3, and 6. Results did not support the use of the Wii to improve residents’ self-reported levels of depression, social support, sense of belonging, or mood. Social interaction increased over the 6 weeks, as measured by interaction analyses and also residents’ comments. Overall, findings indicate that Wii bowling may be a useful intervention as part of a comprehensive care program to increase social interaction within aged care. Pervasive environmental problems associated with aged care, as well as participant characteristics, may have reduced the effectiveness of the intervention program.
- Description: Master of Applied Science by Research (Psychology)
- Authors: Chesler, Jessica
- Date: 2015
- Type: Text , Thesis , Masters
- Full Text:
- Description: Adults aged 65 years or older constitute the fastest growing age group worldwide, leading to greater numbers of people requiring care in residential facilities. Adults in these facilities have higher levels of depression, lower levels of social support, and lower levels of sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions aimed at improving the mental health of aged care residents. Within this population, cognitive and physical benefits of playing video games have been documented in the literature, as well as greater social interaction, and decreased loneliness. The aim of the current study was to investigate the effectiveness of playing Wii bowling twice weekly, with up to 3 other residents, for 6 weeks. An Australian sample of 31 women and 8 men between the ages of 65 and 95 years (Mean age = 85.68, SD = 9.62) were randomised to either a treatment or control group based on their place of residence. The residents completed demographic information, The Veterans Affairs Saint Louis University Mental Status Exam, the Geriatric Depression Scale Short Form, the Social Provisions Scale, and three visual analogue scales to measure sense of belonging and mood. These scales were completed pre-intervention (0 weeks), postintervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members was also collected at weeks 1, 3, and 6. Results did not support the use of the Wii to improve residents’ self-reported levels of depression, social support, sense of belonging, or mood. Social interaction increased over the 6 weeks, as measured by interaction analyses and also residents’ comments. Overall, findings indicate that Wii bowling may be a useful intervention as part of a comprehensive care program to increase social interaction within aged care. Pervasive environmental problems associated with aged care, as well as participant characteristics, may have reduced the effectiveness of the intervention program.
- Description: Master of Applied Science by Research (Psychology)
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