"Middle-aged and Older Adults Enjoying Digital Games Are Healthier and Happier"
Survey Results from Korea Advanced Institute of Science and Technology Show Higher Happiness-Related Index
Reference photo. Not directly related to the article. Photo by Yongsan Senior Welfare Center
View original image[Asia Economy Reporter Kim Bong-su] Middle-aged and older adults who enjoy digital games with others have been found to have higher life satisfaction compared to those who do not. This result contradicts the stereotype that gamers become addicted, lose touch with reality, experience family disconnection, and are unhappy due to conflicts.
The Korea Advanced Institute of Science and Technology (KAIST) announced on the 18th that Professor Do Young-im, an invited professor at the Graduate School of Culture Technology, conducted a survey of 190 middle-aged adults in their 50s and 60s, yielding these results.
Specifically, when investigating 'positive perception of life,' the group playing games with others (companion group) scored the highest with 3.80 out of 5 points. The group playing games alone (solo group) scored 3.35, and the group not playing games (non-gaming group) scored the lowest at 3.04.
In the category of 'relationship with companions and emotional support,' the companion group also scored highest at 3.92, followed by the solo group at 3.66. The non-gaming group scored the lowest at 3.38.
The 'positive attitude and well-being' index was also highest for the companion group at 3.79, followed by the solo group at 3.42, while the non-gaming group scored 3.30, ranking last.
Health was also reported to be better among those who play games. The companion group scored 3.80, the solo group 3.56, whereas the non-gaming group scored only 3.47.
On the other hand, the non-gaming group led in negative categories. In the negative perception of life category, the non-gaming group scored 3.70, significantly higher than the companion group (3.20) and the solo group (3.17). Regarding feelings of isolation, the non-gaming group scored 2.69, ranking first, followed by the solo group (2.58) and the companion group (2.25).
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Professor Do Young-im explained, "These results do not prove a causal relationship that playing games increases well-being indices among middle-aged adults," but added, "It is meaningful in that it sheds light on middle-aged gamers, who have not been previously recognized as participants in gaming culture, and the positive socio-emotional roles they experience through gaming."
Meanwhile, the main game genres played by middle-aged adults were puzzle games like Anipang and Tetris, and online board games such as Go-Stop and Baduk. The research team attributed this to the limited availability of commercial games suitable for seniors. In fact, when respondents were asked about the biggest difficulties in using games (multiple answers allowed), they answered in order: "issues related to vision decline, fatigue, and physical side effects (arms, shoulders, waist, etc.) (47.9%)," "difficulty learning how to use games (30.5%)," "lack of information about games (20.5%)," and "fear of game addiction (18.9%)."
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