Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.

This study examined the impact of playing Nintendo Wii on the psychological, social and physical well-being of elders. Based on the unique features of Wii, we also explored the possible mediation effects that social interaction and physical activity that playing Wii had on psychological well-being....

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Main Authors: Koay, Jing Li., Ng, Janissa Sihui., Wong, Gladys Li Chieh.
Other Authors: Jung Younbo
Format: Final Year Project
Language:English
Published: 2009
Subjects:
Online Access:http://hdl.handle.net/10356/15676
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-156762019-12-10T12:58:24Z Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities. Koay, Jing Li. Ng, Janissa Sihui. Wong, Gladys Li Chieh. Jung Younbo Wee Kim Wee School of Communication and Information SASCO Senior Citizens’ Home DRNTU::Social sciences::Sociology::Family, marriage and women This study examined the impact of playing Nintendo Wii on the psychological, social and physical well-being of elders. Based on the unique features of Wii, we also explored the possible mediation effects that social interaction and physical activity that playing Wii had on psychological well-being. Finally, we studied how the benefits of playing Wii may be magnified under different playing conditions. A six week-long intervention was held in SASCO Senior Citizens’ Home, a long-term care facility in Singapore. 45 residents aged between 56 and 92 years old took part in the study. Participants were split into three experimental groups: (1) Multiplayer Wii group (2) Single-player Wii group and (3) control group, who played traditional group games. Game sessions took place three times a week, lasting one and a half hours each. Questionnaires were administered through face-to-face interviews before and after the intervention. Measures included social interaction, physical activity, senior centre belonging, loneliness, affect and self-esteem. Results showed that playing Wii had a positive impact on the overall well-being of the elderly. Mediation effects were found for psychological well-being variables like loneliness and belonging. The elder in the single-player Wii group exhibited more positive affect compared to those in the multiplayer group. Through this study, Wii was proven to have a positive contribution to the overall well-being of the elderly. Explanations and implications for future applications of Wii in interventions for the elderly are were discussed. Bachelor of Communication Studies 2009-05-14T01:52:11Z 2009-05-14T01:52:11Z 2009 2009 Final Year Project (FYP) http://hdl.handle.net/10356/15676 en Nanyang Technological University 82 p. ; includes questionnaire. application/pdf application/pdf application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Social sciences::Sociology::Family, marriage and women
spellingShingle DRNTU::Social sciences::Sociology::Family, marriage and women
Koay, Jing Li.
Ng, Janissa Sihui.
Wong, Gladys Li Chieh.
Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.
description This study examined the impact of playing Nintendo Wii on the psychological, social and physical well-being of elders. Based on the unique features of Wii, we also explored the possible mediation effects that social interaction and physical activity that playing Wii had on psychological well-being. Finally, we studied how the benefits of playing Wii may be magnified under different playing conditions. A six week-long intervention was held in SASCO Senior Citizens’ Home, a long-term care facility in Singapore. 45 residents aged between 56 and 92 years old took part in the study. Participants were split into three experimental groups: (1) Multiplayer Wii group (2) Single-player Wii group and (3) control group, who played traditional group games. Game sessions took place three times a week, lasting one and a half hours each. Questionnaires were administered through face-to-face interviews before and after the intervention. Measures included social interaction, physical activity, senior centre belonging, loneliness, affect and self-esteem. Results showed that playing Wii had a positive impact on the overall well-being of the elderly. Mediation effects were found for psychological well-being variables like loneliness and belonging. The elder in the single-player Wii group exhibited more positive affect compared to those in the multiplayer group. Through this study, Wii was proven to have a positive contribution to the overall well-being of the elderly. Explanations and implications for future applications of Wii in interventions for the elderly are were discussed.
author2 Jung Younbo
author_facet Jung Younbo
Koay, Jing Li.
Ng, Janissa Sihui.
Wong, Gladys Li Chieh.
format Final Year Project
author Koay, Jing Li.
Ng, Janissa Sihui.
Wong, Gladys Li Chieh.
author_sort Koay, Jing Li.
title Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.
title_short Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.
title_full Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.
title_fullStr Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.
title_full_unstemmed Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities.
title_sort nintendo wii as an intervention : improving the well-being of elderly in long-term care facilities.
publishDate 2009
url http://hdl.handle.net/10356/15676
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