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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sg-ntu-dr.10356-797392020-09-27T20:12:38Z 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 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 2010-04-06T04:08:36Z 2019-12-06T13:33:08Z 2010-04-06T04:08:36Z 2019-12-06T13:33:08Z 2009 2009 Final Year Project (FYP) Koay, J. L., Ng, J. S., & Wong, G. L. C. (2009). Nintendo Wii as an Intervention : Improving the Well-being of Elderly in Long-term Care Facilities. Final year project report, Nanyang Technological University. https://hdl.handle.net/10356/79739 http://hdl.handle.net/10220/6217 en Nanyang Technological University 84 p. application/pdf application/pdf application/pdf |
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DRNTU::Social sciences::Sociology 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 |
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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. |
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Jung Younbo |
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Jung Younbo Koay, Jing Li Ng, Janissa Sihui Wong, Gladys Li Chieh |
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Final Year Project |
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Koay, Jing Li Ng, Janissa Sihui Wong, Gladys Li Chieh |
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Koay, Jing Li |
title |
Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities |
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Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities |
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Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities |
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Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities |
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Nintendo Wii as an intervention : improving the well-being of elderly in long-term care facilities |
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nintendo wii as an intervention : improving the well-being of elderly in long-term care facilities |
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2010 |
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https://hdl.handle.net/10356/79739 http://hdl.handle.net/10220/6217 |
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