Sophistwii?
One of John McCain and Tom Coburn’s “100 stimulus projects that give taxpayers the blues”
39. Research: Marketing Video Games to the Elderly (Raleigh, NC and Atlanta, GA) - $1.2 million
North Carolina State University and Georgia Institute of Technology research scientists received $770,856 and $427,824, respectively, in stimulus grants from the National Science Foundation for collaborative research into how video games, such as Nintendo Wii’s Boom Blox,276 can help improve mental health for the elderly.277 “Results will aid designers who currently have little knowledge of the interface and game-play needs of older players.”278 According to the overseers of the study, “One of our main goals is to produce guidelines for producing games for older adults.”279…
276 Website of Electronic Arts, “Boom Blox™,” http://www.ea.com/games/boom-blox, accessed July 16, 2010.
277 Research.gov, Grant Detail, North Carolina State University, “HCC: Medium: Collaborative Research: Improving Older Adult Cognition: The Unexamined Role of Games and Social Computing Environments,” http://www.research.gov/rgov/anonymous.portal_nfpb=true&_windowLabel=awardInfo_1_4&awardInfo_1_4_actionOverride=%2Fgov%2Fresearch%2Fservices%2FawardInfo
%2FviewAwardDetail&awardInfo_1_4viewAll=false&awardInfo_1_4agencyId=NSF&awardInfo_1_4awardId=0905127&_pageLabel=page_research_funding_search, and Research.gov, Grant Detail, Georgia Tech Research Corporation, “HCC: Medium: Collaborative Research: Improving Older Adult Cognition: The Unexamined Role of Games and Social Computing Environments,”
http://www.research.gov/rgov/anonymous.portal_nfpb=true&_windowLabel=awardInfo_1_4&awardInfo_1_4_actionOverride=%2Fgov%2Fresearch%2Fservices%2FawardInfo
%2FviewAwardDetail&awardInfo_1_4viewAll=false&awardInfo_1_4agencyId=NSF&awardInfo_1_4awardId=0904855&_pageLabel=page_research_funding_search.
278 Research.gov, Grant Detail, Georgia Tech Research Corporation, “HCC: Medium: Collaborative Research: Improving Older Adult Cognition: The Unexamined Role of Games and Social Computing Environments,” http://www.research.gov/rgov/anonymous.portal_nfpb=true&_windowLabel=awardInfo_1_4&awardInfo_1_4_actionOverride=%2Fgov%2Fresearch%2Fservices%2FawardInfo
%2FviewAwardDetail&awardInfo_1_4viewAll=false&awardInfo_1_4agencyId=NSF&awardInfo_1_4awardId=0904855&_pageLabel=page_research_funding_search
279 Anita Hamilton, “Can Gaming Slow Mental Decline in the Elderly?” Time, July 11, 2009,
http://www.time.com/time/health/article/0,8599,1909852,00.html.
The description of the research from the sourced research award pages.
This award is funded under the American Recovery and Reinvestment Act of 2009(Public Law 111-5). The goals of this research project are to understand how variables within social computing environments improve older adult cognition, what properties of an environment are critical, and empirically test these properties in interventions with older adults. The applied output will be design guidelines for a class of cognitive games for older adults and a new social computing environment. Two interventions will be run using video games to improve older adult cognitive and everyday abilities. The first intervention will use a commercial game (Boomblox-Wii) that contains the hypothesized variables necessary for cognitive improvement: novelty, attentional demand, and social interaction. The groups in this intervention will allow measurement of the individual and moderating effects of these variables. Pre-test and post-test ability measures will determine which variables or combinations of variables most improve the cognition and everyday functioning of older adults. The second phase is to use performance and preference data from Intervention 1 to maximally implement the variables shown to most improve cognition and functioning in a game specifically for older adults. The process of design will result in a set of guidelines for cognitive interventions to be used by other developers and researchers, ideally leading to a new class of “brain games” with reliable effectiveness.
These results will advance the knowledge and understanding of how cognitive training reduces age-related decline. The theory that social interaction can facilitate cognitive improvement by increasing effortful attention on a task is suggested by both behavioral and neurological evidence, but this project represents the first time these variables will be empirically tested, and the first intervention in a computing environment. Knowledge gained from this project touches the fields of cognitive aging, human-computer interaction, and social computing - all of which need data on effective cognitive training interventions. Results will aid designers who currently have little knowledge of the interface and game-play needs of older players.
This research advances the understanding of age-related change and social interaction by discovering the crucial components of successful cognitive training for older adults. Studying these components in the context of social computing and virtual worlds allows for world-wide impact and use by physically isolated individuals. A social computing environment may be used by older adults in rural communities, those separated geographically from their cohort, and those unable to leave their homes (all under-served populations). This project involves significant student involvement, providing varied mentorship opportunities to the students as well as exposure to differing methodologies. Specialized coursework will result from this project in developmental psychology, skill acquisition, and video game design.
