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Recently, there has been increasing interest in the way in which a game thinking can encourage an active ageing and lifestyle. Although recent developments in game studies have heightened the potential of games for stimulating cognitive and physical capacities, its impact on the sense of security and participation in society, which are essential variables to characterize active ageing, have been overlook...
This study looked at the relationship between local and online forms of community engagement for a small group of older people in the South of England. Interviews and a focus group were used to establish their understandings of online community and social networking sites (SNS) within the context of existing relationships in local communities. Past experiences of local community influenced expectations...
The purpose of this study was to investigate the differences between physically active and inactive older adults in performing somatosensory video games and their self-perceived health-related quality of life (HRQOL). This study utilized Wii to measure physical performance of the elderly in the community. A cross-sectional study of a purposive sampling was used to recruit 111 males (63.83 ¡Ó 7.96...
There are more than 47 million players playing the MMORPGs (Massively Multi-player Online Role-Playing Games) in the world. One of the characteristics of MMORPGs is that players interact with others through games and virtual communities. Do players of different genders and ages spend the same time while they are playing an MMORPG? This study collected 3, 241 players¡¦ gaming logs from an MMORPG game...
With the rapid growth of internet-generation, online friend-making pattern has gradually grown up, wherein, Facebook is one of the global social networking community that develops fastest in recent years. Therefore, this research attempts to investigate online friend-making pattern of Facebook users and compare the relevancy between the use behavior and website experience of Facebook users on the...
Our community is facing serious Aging Society especially in Japan. We have investigated in one of daycare centers which are facilities for elderly care. As the result, we realized that communication is needed for its own sake in these facilities and active communication can cure even depression and dementia. Therefore we propose to cope with these problems using a robot as a communication activator...
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