ArticleInnovation in aging2018
Exploring Older Adults' Video Game Use in the PRISM Computer System.
Article in Innovation in aging, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
7 citing papers in PubMed.
- Does Computer Use Improve Older Adults' Cognitive Functioning? Evidence From the Personal Reminder Information and Social Management Trial.The Gerontologist · 2022Trial
- Factors Associated With the Ability To Keep Up With Technology Developments: Findings From a National Multigenerational Cross-Sectional Survey in Sweden.JMIR aging · 2025Article
- Associations between Sedentary Duration and Cognitive Function in Older Adults: A Longitudinal Study with 2-Year Follow-Up.The journal of nutrition, health & aging · 2023Article
- Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study.JMIR serious games · 2021Article
- With Gratitude From the Inaugural Editor-in-Chief ofInnovation in aging · 2020Article
- Contrary to Myth, Older Adults Multitask With Media and Technologies, But Studying Their Multitasking Behaviors Can Be Challenging.Innovation in aging · 2019Article
- Detecting Mild Cognitive Impairment via Digital Biomarkers of Cognitive Performance Found in Klondike Solitaire: A Machine-Learning Study.Digital biomarkersArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
10 authors.
Funding
Abstract
BACKGROUND AND
objectiveAs part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults ( RESEARCH DESIGN AND
methodsWe present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use.
resultsAlthough few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. DISCUSSION AND IMPLICATIONS: Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.