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What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games Background: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. Objective: The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. Methods: A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Results: Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants’ mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game characteristics, casual puzzle and simulation games were given significantly higher game-play ratings than casual action games. Similarly, participants’ control ratings for casual puzzle games were significantly higher than that for casual action and simulation games. Finally, ownership was rated significantly higher for casual puzzle and strategy games than for casual action games. Conclusions: The findings of this study show that CVGs have characteristics that are suitable and enjoyable for older adults. In addition, genre was found to influence enjoyment and ratings of CVG characteristics, indicating that puzzle games are particularly easy to understand, learn, and play, and are enjoyable. Future studies should continue exploring the potential of CVG interventions for older adults in improving cognitive function, everyday functioning, and well-being. We see particular potential for CVGs in people suffering from cognitive impairment due to dementia or brain injury. http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 1 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al (JMIR Serious Games 2017;5(2):e8) doi: 10.2196/games.7025 KEYWORDS games, recreational; genre preference; mobile applications; aged; core elements of the gaming experience positive emotions and growth. “Accessibility” makes sure that Introduction players with different cognitive and physical skill levels can quickly learn to play the game. “Simplicity” aims to lower the Video Game Training cognitive load on the player through simple and minimized Commercial video games are designed to be enjoyable, game elements as well as easy rules and goals. Finally, challenging, and capable of fostering sustained player “flexibility” assures that CVGs adapt to players and integrate engagement [1]. Video games are further subdivided into into their everyday life. For this, CVGs are designed to be “hardcore” and “casual” video games (CVGs). Hardcore video error-forgiving, adapt the difficulty level to the player, and can games are complex, require high commitment, and are played be easily stopped and replayed [11,13,14]. for longer periods of time, whereas CVGs are simple, require Interestingly, CVGs further try to provide players with positive low commitment, and have short play sessions [2]. Traditionally, outcomes outside of the game such as mental exercise, video games are not designed for specific improvement of relaxation, social and playful activity [11]. This touches a cognitive domains. An exception to this are cognitive exercises, recently published “gerontoludic” manifesto [9] that suggests or brain-trainers, that use gamification of cognitive training, focusing more on whether video games create an enjoyable where neuropsychological tests are combined with video games experience and consider the preferences of older adults (ie, the elements such as scorekeeping and leaderboards [3]. Cognitive “playfulness” aspect) rather than pragmatically insisting on benefits from playing video games can therefore be considered improvement of cognitive abilities (ie, the “usefulness” aspect) more of an unintentional by-product [1]. [9] and age-related barriers to interact with video games (ie, the To date, most video game training studies have used hardcore “accessibility” aspect). Given that recent studies suggest that action video games (especially first-person shooter [FPS]) to CVGs have a potential in improving cognitive function and demonstrate how video games can improve perceptual and promoting emotional well-being [3], this study aims to look at cognitive abilities, notably those that are also subject to whether different CVG genres are suitable and fun to play for age-associated decline [4,5]. Although action video games are older adults. mainly targeted at younger audiences, these kinds of games Casual Video Game Genres present barriers to older adults. First, learning to play and interact with fast-paced action video games can be very difficult The notion of video game genre that allows organizing games and demotivating for older adults. Second, questionnaire and into categories is crucial in connection with CVGs for three playtest studies have found that older adults generally dislike reasons: Whereas it is agreed that CVGs, as a whole, reduce action video games, especially when featuring violent content usability barriers and are the most enjoyed and motivating type [4,6-8]. Together, this leads to a situation where older adults, of video games, research into preferences for CVG subgenres despite promising cognitive benefits, are less willing and among older adults is lacking [15]. This is reflected even among motivated to play action video games, and thus less likely to active older gamers that were shown to predominantly play card follow through with action video game interventions [4,8,9]. or board game-like video games, whereas other genres are rarely played [16]. Second, recent studies have shown that different In order to offer older adults and even patients more attractive CVG genres engage different perceptual and cognitive functions, forms of video game interventions, we suggest tapping the allowing the selection of specific game genres to improve potential of CVGs as an enjoyable activity to improve cognitive specific cognitive skills [17-19]. From a pragmatic point of functions and emotional well-being. By better understanding view, this is crucial as video game-based interventions will not the types of CVGs older adults enjoy playing and the specific benefit cognitive abilities unless the game is known to engage game characteristics they find appealing, we hope to identify specific cognitive skills [4]. By better understanding game genre CVG genres and game characteristics that might raise the preferences of older adults, future game interventions could motivation of participants in future video game interventions. offer them different CVG genres that they are both willing to The Case for Causal Video Games play and that improve specific cognitive abilities [4,20]. Third, the concept of genre closely relates to usability. As the pattern What makes CVGs an excellent choice for an older adult of interactions and rules of the games represent the most population is their promise to “eliminate any possible barrier commonly used video game genre classification scheme [21], to someone enjoying the game” [10]. Unlike hardcore video examining how older adults learn, control, and understand games games, CVGs are intended as games for everyone that are easy from different genres can help addressing usability problems to use and play, do not require high commitment or special pertaining to each video game genre [22]. skills, and can be completed in short play sessions [11,12]. Although several recent studies have addressed usability barriers To reach this goal, CVGs follow four casual game design values: and used survey methods to assess game preferences in older “Acceptability” refers to the appeal for a wider, heterogeneous adults [4,16,23,24], playtest studies using a wider range of CVG group of players. To this end, CVGs borrow themes familiar to the social context of the player that are nonviolent and foster http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 2 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al genres to study game interests and preferences of older adults well as movement control [19,21,25,27]. Finally, casual strategy are lacking [4]. games require planning, decision making, and execution and adjustments of actions to achieve a desired outcome in the Research Questions system and require executive control [25]. In this study, we wanted to identify CVG genres that older adults For the casual action games (Figure 1, first row from left), we enjoy and are willing to play most, and how favorably their chose an FPS and a nonshooting game. In the no shooting action CVG design values are rated. Given the explorative nature of game Pocket Frog Splash Sliders (Nimblebit), players must hop this study, the following research questions rather than a frog across lily pads that move back and forth by tapping the hypotheses were formulated. Do the CVGs provide enjoyment touchscreen in time. Missing the lily pad will subtract 1 life and is there a preference for specific CVG genres? Do the CVGs from the player’s lives, whereas extra lives could be earned by meet the casual game design values (easy rules and story, clear skipping lily pads during a jump. The shooting action game goals and actions, easy to control, and make their own) and are Smash Hit (Mediocre AB), played in training mode, combines they suitable for older adults? an infinite runner and FPS game elements. The goal is to move ahead as far as possible by collecting bullets and hitting glass Methods obstacles by tapping the touchscreen to aim and shoot. Participants For the puzzle genre (Figure 1, second row from left), we chose In total, 16 healthy older adults (5 females, 11 males) aged 2 grid-based puzzles differing in interaction with the game. between 65 and 84 years (mean 71.94 years, SD 6.34) Flow Free (Big Duck Games LLC) is a logic puzzle game in participated in this study. Participants were recruited from the which players must connect pairs of same-colored dots, using Seniors University of Bern, Switzerland. All participants had tap and drag movements. To solve the puzzle, the entire grid normal or corrected-to-normal vision. Exclusion criteria were should be filled with nonoverlapping connections to cover the a diagnosis of dementia or mild cognitive impairment and fine entire grid using a minimal number of moves [28,29]. Bejeweled motor skill impairments leading to inability to handle a tablet (PopCap Games), played in infinite mode, is a tile-matching computer. All participants provided signed informed consent puzzle game played on an 8×8 grid covered with jewels in 7 in accordance with the latest version of the Declaration of different colors and shapes. The player must swap two adjacent Helsinki and were rewarded with two cinema tickets for their gems (ie, 1 of the 4 cardinal neighbors) to create an alignment participation. The cantonal ethics committee of Bern, (vertical or horizontal) of 3 or more identical gems. Matched Switzerland (Kantonale Ethikkommision) granted the ethics gems are removed and newly generated gems fall in their place approval. [30]. For the casual simulation (Figure 1, third row from left), we Selected Casual Video Games chose a racing and sports simulation game. Real Racing 3 For this study, we selected 7 single-player, tablet-based CVGs (Firemonkeys Studios) is a realistic racing game with different (Figure 1) available on the Web on app stores for mobile phones racing events. The goal of the game is to win the race and steer and tablet computers (iTunes App store, Apple Inc). The CVGs the car by tilting the tablet left to turn left and right to turn right. were selected by a professional game designer to conform to The car accelerates and decelerates automatically. For this study, accepted casual game design values [11,13]. These include we selected a beginner-level race (Circuit de familiar, cheerful, and nonviolent game topics (“acceptability”), Spa-Francorchamps). Virtual Table Tennis HD (SenseDevil games that are simple to play and learn with easy rules and goals Games) is a realistic sports simulation game that emulates table (“simplicity”), allow players to quickly reach proficiency tennis in the game world. The game is played against a computer (“accessibility”), and provide a flexible and error-forgiving opponent by moving the ping-pong paddle along the touchscreen game experience (“flexibility”). using drag movements. For this study, we selected a game from For genre-specific comparisons, we selected casual games from the beginner level. 4 casual game genres (casual action, casual puzzle, casual For the casual strategy game genre (Figure 1, fourth row from simulation, and casual strategy games), following video game left), we selected the Plants vs Zombies (PopCap Games) tower genre classifications based on both the cognitive skills they defense (TD) game, a subgenre of real-time strategy games. involve [25] and the pattern of interactions and rules of the Due to time constraints and restraint from military-themes and games [21]. Casual action games require the player to perform games that require prolonged commitment, we chose one casual a series of actions to meet specific objectives and usually involve strategy game only. The goal of TD games is to collect resources eye-hand coordination and fast reaction [25,26]. Casual puzzle (suns) and place defensive units (plants) along paths on a map games refer to games with the goal to solve enigmas via to prevent enemies (zombies) attacking on parallel lanes from manipulation of game objects and require reasoning and reaching the player’s base. The game is lost when the enemy problem-solving skills [21,25]. Casual simulation games recreate reaches the player’s home base; the game is won when waves real-world activities (eg, sports, driving, and city building) and of attacking enemies are successfully defended [31]. require domain-specific and procedural knowledge about the system, coordination of cognition, information processing, as http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 3 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al Figure 1. Casual video game genres (illustrations based on video games used in the study). to what extent the selected casual games met the casual game Questionnaire values [11,13,34] as rated by the participants. The game-play The players’ casual game experience was measured using the scale (6 items) reflects how the rules and underlying story or Core Elements of the Gaming Experience Questionnaire scenario of the game are judged. Control (8 items) refers to how (CEGEQ) after completion of each game [32]. The CEGEQ is the player learns to control the game and make it his own, and based on the assumption that enjoyment of a game emerges measures whether the general goal and actions of the game are from the player’s perception of the video game and their clear, how easy the controllers (input device) are to use, how interactions with it. Here, the player’s perception of the game they are mapped to the actions, and whether everything was (ie, video game) is assumed to be formed by the environment visible on the interface. The scale ownership (6 items) was used (eg, graphics and sounds) and game-play (eg, rules and scenario) to determine how the player uses the actions to complete the that are both thought to produce enjoyment. The player’s goal of the game, creates a strategy and personal goals, uses interaction with the game (“puppetry”) is believed to reflect rewards, and takes ownership over the game. Finally, ownership, which is achieved through manipulation of the game environment (6 items), the way the player perceives the game (“control”) or can be produced by “facilitators” that can via graphics and sounds, was measured. This was done to rule compensate lacking control over the game [32]. The CEGE out effects attributable artistic style and visual aesthetics that questionnaire contains 10 scales representing the latent are inherent to video game genre, but not of interest to our study. constructs (enjoyment, frustration, CEGE, puppetry, video game, Procedure control, facilitators, ownership, game-play, and environment) measured with 38 items. The reliability of the CEGEQ is This study used playtesting sessions that combine questionnaires sufficiently high (Cronbach alpha=.794) [33]. with the opportunity of hands-on playing of video games to quantify the player’s attitudes, opinions, and perception of For this study, we selected 5 scales of the CEGE (enjoyment, different CVG genres. This approach is well suited for persons game-play, control, ownership, and environment). Casual game with no previous game experience and also far more informative genre preference was measured using the enjoyment scale (3 than mere interviews and surveys in active gamers [35]. For the items) reflecting the extent to which each game was enjoyed informal playtesting session (lasting about 120 min), participants and encouraged replayability. Three scales were used to examine http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 4 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al were tested individually and were seated at a desk next to the R version 3.3.1 (R Foundation for Statistical Computing, experimenter in a small laboratory room. All casual games and Vienna, Austria ) and the package lme4 [36]) for each CEGE video clips were administered on a tablet computer with touch scale (enjoyment, game-play, control, and ownership) to interface and a 9.7 screen (iPad Air 2, Apple Inc). For the examine the effects of environment ratings, game experience, playtesting session, participants were first asked to fill out age, and level of education on CVG genre. To this purpose, we questionnaires regarding demographics, game, and computer fitted an LMEM with the respective CEGE scale as dependent experience. After that, participants were informed about the variable, a random intercept per subject as random effect, and procedures of the playtesting study and a written consent was video game genre, environment ratings, game experience, age, obtained. For each of the 7 CVGs, participants first watched a and education as fixed effects. Gender was not included as a short video clip of a person playing the game (observational fixed parameter due to the small number of female participants. session, 3-5 min). After that, the experimenter read the The global effect of the factor video game genre was tested instructions to the participant to ensure that they understood the using the conditional F test, whereas all other fixed-effect rules. Then, the participants were invited to play the game for parameters were tested using a conditional t test. Pairwise a limited amount of time or levels (game-play session, about 5 comparisons of the estimated marginal means were performed min). Following that, participants were asked to evaluate their between the different video game genres using Bonferroni-Holm game experience with the CVG by answering the 39 items of correction for multiple testing. the CEGEQ on a closed 5-point Likert-type scale, ranging from 1 (completely disagree) to 5 (completely agree), which lasted Results between 5 and 10 min. Demographics Statistical Analysis All 16 participants reported having access to and using desktop The participant’s evaluation of the game experience with the or laptop computers on a daily or weekly basis, whereas only casual games was assessed with 39 closed-response questions 5 (5/16, 27.8%) participants (2 females, 3 males) reported having that participants answered using a closed 5-point Likert-type ever played, and that they are currently playing computer video scale. The 10 negatively worded items were reverse-coded by games. All 5 participants reported playing games preinstalled subtracting the value from 6. Scores for each of the 10 scales on Desktop PC computers (eg, Free Cell, Patience, and of the CEGEQ were then calculated by averaging the item Mahjong) on a daily to monthly basis. None of the participants ratings corresponding to each scale and dividing them by 5. We reported having ever played video games on tablet-computers. removed item 24 (“I felt guilty for the actions in the game”) Ranking of the Casual Games on the Enjoyment Scale from the CEGEQ as we specifically selected nonviolent video games. The results of this study indicate that the mean participant’s ratings of the casual games were above average (ie, >0.5—the First, separate repeated measures one-way Analyses of Variance midpoint of the item rating range) across all CEGE scales (rmANOVA) with casual game genre as a within-subject factor considered in the analysis. The order of casual game enjoyment were performed by using SPSS for Windows (version 24.0, or genre preference from the most enjoyed to the least enjoyed SPSS Inc) to test whether the video game genre had a significant was as follows (Table 1, total): casual puzzle games (Flow Free effect on each of the 5 CEGEQ scales of interest (enjoyment, followed by Bejeweled); the casual action no shooting game game-play, control, ownership, and environment). An alpha (Pocket Frog Splash); the casual action shooting (Smash Hit); value of .05 was used to determine significance. and casual strategy game (Plants vs Zombies) that showed Second, linear mixed effect models (LMEM), fit by restricted identical ratings, and, finally, the casual simulation games maximum likelihood estimation (REML) were performed (using (Virtual Table Tennis followed by Real Racing). http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 5 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al Table 1. Means and CIs (95%) of the selected CEGE scales for all casual games played grouped by gender (females: n=5; males: n=11; and total: N=16). Genre Gender Enjoyment Game-play Control Ownership Environment Casual action video games No shooting Total 0.85 0.61 0.72 0.64 0.72 (0.79-0.92) (0.53-0.69) (0.67-0.78) (0.58-0.70) (0.66-0.78) Female 0.87 0.55 0.71 0.56 0.73 (0.77-0.96) (0.45-0.64) (0.68-0.74) (0.52-0.59) (0.67-0.79) Male 0.85 0.64 0.73 0.68 0.72 (0.78-0.92) (0.56-0.74) (0.65-0.79) (0.62-0.74) (0.65-0.79) Shooting Total 0.83 0.66 0.72 0.70 0.76 (0.71-0.94) (0.59-0.73) (0.68-0.77) (0.63-0.77) (0.71-0.81) Female 0.79 0.57 0.70 0.70 0.75 (0.49-1.00) (0.51-0.63) (0.64-0.78) (0.63-0.82) (0.68-0.81) Male 0.85 0.70 0.74 0.69 0.76 (0.75-0.93) (0.62-0.78) (0.69-0.79) (0.62-0.77) (0.70-0.83) Casual puzzle video games Connect-the-dots Total 0.95 0.65 0.85 0.77 0.78 (0.91-0.99) (0.60-0.71) (0.80-0.90) (0.71-0.83) (0.73-0.84) Female 0.93 0.64 0.84 0.78 0.75 (0.85-1.00) (0.55-0.73) (0.76-0.92) (0.73-0.83) (0.68-0.81) Male 0.95 0.66 0.86 0.76 0.80 (0.91-0.99) (0.61-0.72) (0.8-0.92) (0.68-0.84) (0.74-0.86) Tile-match Total 0.85 0.70 0.79 0.70 0.75 (0.78-0.92) (0.62-0.78) (0.74-0.84) (0.65-0.75) (0.68-0.81) Female 0.87 0.67 0.78 0.69 0.69 (0.81-0.93) (0.57-0.77) (0.69-0.88) (0.59-0.82) (0.56-0.79) Male 0.84 0.71 0.80 0.70 0.78 (0.75-0.93) (0.62-0.82) (0.75-0.85) (0.66-0.74) (0.72-0.85) Casual simulation video games Racing Total 0.75 0.72 0.71 0.69 0.79 (0.61-0.88) (0.65-0.78) (0.65-0.77) (0.62-0.76) (0.73-0.85) Female 0.61 0.63 0.65 0.62 0.74 (0.36-0.84) (0.56-0.71) (0.60-0.72) (0.50-0.72) (0.69-0.81) Male 0.81 0.75 0.74 0.72 0.81 (0.67-0.92) (0.69-0.82) (0.67-0.80) (0.66-0.79) (0.75-0.88) Sports Total 0.73 0.69 0.71 0.69 0.73 (0.59-0.86) (0.62-0.76) (0.66-0.75) (0.61-0.77) (0.69-0.77) Female 0.75 0.65 0.74 0.70 0.72 (0.52-0.92) (0.53-0.76) (0.70-0.79) (0.57-0.85) (0.68-0.76) Male 0.72 0.71 0.70 0.68 0.73 (0.56-0.85) (0.65-0.79) (0.65-0.75) (0.60-0.76) (0.68-0.78) Casual strategy video games http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 6 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al Genre Gender Enjoyment Game-play Control Ownership Environment Tower defense Total 0.82 0.68 0.78 0.76 0.74 (0.72-0.92) (0.62-0.74) (0.74-0.82) (0.69-0.82) (0.69-0.80) Female 0.87 0.65 0.76 0.74 0.76 (0.79-0.95) (0.54-0.76) (0.70-0.79) (0.67-0.81) (0.69-0.82) Male 0.80 0.69 0.79 0.76 0.74 (0.67-0.90) (0.64-0.76) (0.74-0.84) (0.69-0.83) (0.68-0.81) the 7 CVGs for each CEGE scale showing significant global Effect Analyses for CEGE Scales effects of the factor video game genre. Pairwise comparison of As hypothesized, there was a significant main effect for CVG the estimated marginal means for enjoyment indicate that the genre on enjoyment (F =4.794, P=.005, η ²=.220); casual puzzle video game (Flow Free) was significantly more 1, 2.977 game-play (F =4.698, P=.004, η ²=.227); control (F =8.704, enjoyed than casual simulation racing (t =−3.74, P=.01) and 1,6 1,6 89 P=.001, η ²=.339); and ownership (F =3.615, P=.003, η sports (t =−3.61, P=.01) video game. Game-play ratings of 1,6 89 ²=.184) ratings. There was, however, no significant difference casual action no shooting video game scored significantly lower in environment ratings (F =3.615, P=.07, η ²=.114) across than those for the casual puzzle video game (Bejeweled; 1,6 t =3.47, P=.02), and the casual simulation racing (t =3.74, CVG genres. To adjust the effects of video game genre for the 89 89 potentially confounding effect of the graphics and audio of the P=.01) and sports (t =3.32, P=.03) video game. Pairwise video games (“environment”), the effect of video game genre comparisons further indicated that control ratings for the casual and environment were analyzed within a LMEM for each CEGE puzzle video game (Flow Free) were significantly better than scale. In addition, the effects of personal background variables those for both the casual action no shooting (t =4.58, P<.001) (age, education, and prior game experience) were included in and shooting (t =4.68, P<.001) video game as well as for the the LMEMs (Table 2). The LMEM analysis revealed a casual simulation racing (t =−5.39, P<.001) and sports significant global effect of video game genre (P<.001) and a (t =−5.02, P<.001) video game. Furthermore, the second casual trend for positive effects of environment ratings (P=.05). For puzzle video game (Bejeweled) was rated better in terms of game-play ratings, there was a significant global effect of video control than the casual simulation racing video game (t =−3.28, game genre (P<.001) and a significant negative effect of game P=.03). Finally, pairwise comparisons on the effect of video experience (P=.01). For control ratings, there was only a game genre on ownership revealed that both the casual puzzle significant global effect of video game genre (P<.001), whereas video game (Flow Free; t =3.46, P=.02) and casual strategy there was a significant global effect of video game genre (P=.01) 89 video game (Plants vs Zombies; t =3.39, P=.02) were rated and a significant positive effect of environment ratings (P=.03) on ownership ratings. The linear mixed-effects model was better than the casual action no shooting video game. further used to perform all 21 pairwise comparisons between Table 2. Tests for fixed effects within the linear mixed effects models (LMEM) for each CEGE scale. Variable Enjoyment Game-play Control Ownership a a b a Video game genre F =3.54 F =3.89 F =8.03 F =3.24 6, 89 6, 89 6, 89 6, 89 Environment rating t =1.96 t =1.73 t =0.94 89 89 89 t =2.22 Game experience t =1.94 t =−1.86 t =0.13 12 12 12 t =−3.23 Age t =−1.06 t =0.66 t =0.73 t =0.56 12 12 12 12 Education t =−0.26 t =0.32 t =−0.87 t =0.24 12 12 12 12 Significant at the .001 level. Significant at the .05 level (two-sided). constituent elements of casual games resonated well with healthy Discussion older adults. There was an independent effect of CVG genre on gameplay, control, and ownership ratings. Moreover, Principal Findings environment ratings had an effect on enjoyment and ownership, In this study, we examined casual game enjoyment and game but not on control and gameplay, when controlling for all other characteristics ratings across a range of 4 genres in healthy older fixed effects. Prior game experience positively influenced adults. The results of the playtest study revealed that tablet-based enjoyment and negatively influenced game-play ratings. Finally, casual games are generally enjoyed by older adults with an there were no independent effects of age and education on any effect of CVG genre on enjoyment, independent of environment of the CEGE scales. ratings and personal background variables. In addition, the http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 7 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al game characteristics were well-perceived by the older adult Comparison With Prior Work players in terms game-play, control, and ownership. The genre effect on enjoyment indicates a preference for the casual puzzle (Flow Free) over the casual simulation games The gameplay ratings, that is, how participants judged the rules (Real Racing and Virtual Table Tennis). Nevertheless, all CVGs and underlying story (scenario) of the games were satisfactory, were given good enjoyment and replayability ratings. This with the casual simulation and puzzle video games being easier finding is strongly in line with findings from previous survey to understand than the casual action (no shooting game) video studies in active older gamers [16,24,37] and 2 playtest studies game. The fact that the least liked games were rated easiest to using similar puzzle games [15], reporting that casual games understand is hardly surprising, as simulation games make use are generally the most liked type of video games among older of real-world concepts and rules already known to the player adults. This further reflects the preference of older adults for and thus, at least in terms of rules of the game, are particularly slower-paced games with an intellectual challenge over suitable for an older audience with little or no game experience fast-paced games (eg, action, sports, and strategy games) and [34]. In terms of control ratings, that is, whether the goal and relates to the notion that older adults prefer to play games that actions of the game were clear and the controllers of the game are similar to the games they used to play when they were were easy to use, the casual puzzle video game (Flow Free) was younger (eg, card, board, and paper-based puzzle games) [15]. rated better than all casual simulation and action video games. Finally, regarding ownership ratings, that is the extent to which However, we did not find evidence to support a general dislike player sees the actions in the game as a result of his own efforts, for the action game genre (no shooting and shooting) reported the casual puzzle (Flow Free) and the casual strategy video in other studies [7], as this represents the second most liked games (Plants vs Zombies) were rated better than the casual casual game genre in our study. It has been argued that the action no shooting game (Pocket Frog Splash). strong visual, attentional, and processing speed demands, which are known to decline with age, make action games less enjoyable The latter two findings reflect the above-mentioned notion that for older players [38]. Although the casual action games in this action games are not as much appreciated due to the speed of study relied heavily on fast reaction and hand-eye coordination, movement and intense interaction, which is reflected in the it is our belief that their nonviolent and joyful themes lower control and ownership ratings [15]. These findings contributed to an enjoyable experience in our study. This again, underscore previous reports that puzzle games are the preferred is in line with the findings of McKay and Maki [7], showing game genre of older adults and the easiest to interact with [40]. that older adults did enjoy and were willing to play a cartoonish Of note, the least enjoyed casual simulation (sports and racing) FPS game, whereas they disliked and were unwilling to play a video games differed inherently from the others in how players realistic FPS game with violent content. To sum up, the higher had to control the game. Other than using single tapping or ratings for puzzle than action games replicate the findings of a sliding movements as game input, these games were unique in recent playtest study [15] comparing an action with a puzzle that they required players to perform tilting (to steer the car in game, that were similar in terms of the cognitive abilities they the racing game) or continuous drag movements (to move the engage, and found that the puzzle game was deemed more ping-pong paddle in the sports game). This additional load on motivating by older adults. the interaction with the game should be considered when As for the third most liked casual strategy game genre (Plants comparing ratings of enjoyment and interaction with the game. vs Zombies), we were not able to relate this finding to survey Limitations and other playtest study findings; as, to the best of our knowledge, there have been no studies on enjoyment and This study is not without known methodological limitations usability using strategy games in older adults. However, strategy regarding problems in obtaining a representative sample of older games have successfully been used in 1 video game training adult players [6]. Of note, there is great heterogeneity in older study with older adults [39]. Finally, we found that casual people regarding their cognitive and physical abilities and their simulation (sports and racing) games were least liked by the preferred leisure activities that were not addressed in this study. participants in this study. This again is reflected in survey Although our participants were healthy, highly motivated older findings reporting that even among active older game players, adults interested in research with little or no prior game only 20% reported playing racing and sports games [16]. experience and were generally unfamiliar with video game genre jargon, it remains unclear whether our findings can be Taken together, these findings indicate a positive overall attitude generalized to less-motivated and even cognitively impaired of older adults toward tablet-based casual games, and that they persons. are very open and willing to try out new technology when given an opportunity to play. Of note, environment (ie, graphics and Although special attention was paid to gender-inclusivity during sounds) ratings remained a contributor to enjoyment when the selection of the casual games, we did not include gender as controlling for all other effects. Whereas environment ratings a factor in the analysis of genre preference and interaction with did not differ across genres, the visual presentation of a CVG the game, owing to the smaller number of female participants. seems to contribute to overall enjoyment of CVGs. In addition, playing time for each video game was limited to We also find hands-on evidence to support the notion that casual around 5 min, allowing us to collect first impressions and ease games provide a set of game characteristics that are suitable for of interaction, rather than long-term experiences with the video a senior audience in terms of usability [34]. Overall, the casual games. It therefore remains unclear whether the CVG genre http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 8 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al preferences persist over extended experience with the game (eg, characterized by and that these games use difficulty adjustments during a game-based intervention). to optimally challenge the player. Finally, in their third claim the authors propose that video games should offer a diversity Conclusions to accommodate the heterogeneity of older adults in their The goal of this study was to find out how well different CVG cognitive and physical skill levels, backgrounds, and genres met casual game characteristics and how this led to game preferences. Again, it is our understanding that it is in the very enjoyment in a population of older adults. We argue that our nature of CVGs to satisfy this demand. findings can be matched with a recent position De Schutter and In line with recent findings, this study confirms a special Abeele [9] take in their “gerontoludic” manifesto. Here, the preference of older adults for the puzzle game genre. It would authors criticize that video game-based aging interventions be interesting for future studies to capitalize on this in future focus too much on improving cognitive function and usability, video game interventions for older adults. It also appears while fun aspects are often forgotten. worthwhile to conduct video game interventions using multiple To address this issue, the manifesto states that video games game genres, as only few studies have looked at the training should primarily provide older adults with a meaningful and benefits of different game genres in older adults [30]. We playful activity. We were able to confirm this with the general therefore welcome future studies to continue exploring the finding that casual games were well-enjoyed and participants potential of CVG interventions and investigate possible effects were willing to play them. This is closely related to their second on cognition, everyday functioning, and well-being. Finally, claim that video games should focus on challenge and personal we see particular clinical potential for CVGs in people suffering growth and rather than simply combatting age-related cognitive from cognitive impairment due to dementive and depressive decline. Although we did not address this, we believe that this disorders or brain injury. claim is easily met by the positive themes CVGs are Acknowledgments We are indebted to Andrei Mitache for his advice as professional game designer, Prof Klemens Gutbrod for advice on the cognitive aspects of the games selected for this study, and to Prof Eduardo Calvillo-Gamez for answering questions on the CEGE questionnaire. Authors' Contributions AC developed the practical design of the study, tested the participants, carried out the analysis, and wrote the manuscript. PW conducted the LMEM analyses and helped with the interpretation of the results. RMM and UPM contributed to the design of the study and provided feedback on the introduction and discussion section of the manuscript. TN jointly developed the study design, was instrumental in the interpretation and discussion of the results, and supervised and coordinated the study. 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[doi: 10.1089/cyber.2012.0705] [Medline: 23971430] Abbreviations ANOVA: analysis of variance CEGEQ: Core Elements of the Gaming Experience Questionnaire CVG: casual video game FPS: first person shooter LMEM: linear mixed effects model Edited by A McDougall; submitted 21.11.16; peer-reviewed by L Ishitani; comments to author 03.01.17; revised version received 16.01.17; accepted 24.02.17; published 18.04.17 Please cite as: Chesham A, Wyss P, Müri RM, Mosimann UP, Nef T JMIR Serious Games 2017;5(2):e8 URL: http://games.jmir.org/2017/2/e8/ doi: 10.2196/games.7025 PMID: 28420601 ©Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef. Originally published in JMIR Serious Games (http://games.jmir.org), 18.04.2017. This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 11 (page number not for citation purposes) XSL FO RenderX http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png JMIR Serious Games JMIR Publications

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

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2291-9279
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10.2196/games.7025
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Abstract

Background: In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. Objective: The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. Methods: A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Results: Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants’ mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game characteristics, casual puzzle and simulation games were given significantly higher game-play ratings than casual action games. Similarly, participants’ control ratings for casual puzzle games were significantly higher than that for casual action and simulation games. Finally, ownership was rated significantly higher for casual puzzle and strategy games than for casual action games. Conclusions: The findings of this study show that CVGs have characteristics that are suitable and enjoyable for older adults. In addition, genre was found to influence enjoyment and ratings of CVG characteristics, indicating that puzzle games are particularly easy to understand, learn, and play, and are enjoyable. Future studies should continue exploring the potential of CVG interventions for older adults in improving cognitive function, everyday functioning, and well-being. We see particular potential for CVGs in people suffering from cognitive impairment due to dementia or brain injury. http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 1 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al (JMIR Serious Games 2017;5(2):e8) doi: 10.2196/games.7025 KEYWORDS games, recreational; genre preference; mobile applications; aged; core elements of the gaming experience positive emotions and growth. “Accessibility” makes sure that Introduction players with different cognitive and physical skill levels can quickly learn to play the game. “Simplicity” aims to lower the Video Game Training cognitive load on the player through simple and minimized Commercial video games are designed to be enjoyable, game elements as well as easy rules and goals. Finally, challenging, and capable of fostering sustained player “flexibility” assures that CVGs adapt to players and integrate engagement [1]. Video games are further subdivided into into their everyday life. For this, CVGs are designed to be “hardcore” and “casual” video games (CVGs). Hardcore video error-forgiving, adapt the difficulty level to the player, and can games are complex, require high commitment, and are played be easily stopped and replayed [11,13,14]. for longer periods of time, whereas CVGs are simple, require Interestingly, CVGs further try to provide players with positive low commitment, and have short play sessions [2]. Traditionally, outcomes outside of the game such as mental exercise, video games are not designed for specific improvement of relaxation, social and playful activity [11]. This touches a cognitive domains. An exception to this are cognitive exercises, recently published “gerontoludic” manifesto [9] that suggests or brain-trainers, that use gamification of cognitive training, focusing more on whether video games create an enjoyable where neuropsychological tests are combined with video games experience and consider the preferences of older adults (ie, the elements such as scorekeeping and leaderboards [3]. Cognitive “playfulness” aspect) rather than pragmatically insisting on benefits from playing video games can therefore be considered improvement of cognitive abilities (ie, the “usefulness” aspect) more of an unintentional by-product [1]. [9] and age-related barriers to interact with video games (ie, the To date, most video game training studies have used hardcore “accessibility” aspect). Given that recent studies suggest that action video games (especially first-person shooter [FPS]) to CVGs have a potential in improving cognitive function and demonstrate how video games can improve perceptual and promoting emotional well-being [3], this study aims to look at cognitive abilities, notably those that are also subject to whether different CVG genres are suitable and fun to play for age-associated decline [4,5]. Although action video games are older adults. mainly targeted at younger audiences, these kinds of games Casual Video Game Genres present barriers to older adults. First, learning to play and interact with fast-paced action video games can be very difficult The notion of video game genre that allows organizing games and demotivating for older adults. Second, questionnaire and into categories is crucial in connection with CVGs for three playtest studies have found that older adults generally dislike reasons: Whereas it is agreed that CVGs, as a whole, reduce action video games, especially when featuring violent content usability barriers and are the most enjoyed and motivating type [4,6-8]. Together, this leads to a situation where older adults, of video games, research into preferences for CVG subgenres despite promising cognitive benefits, are less willing and among older adults is lacking [15]. This is reflected even among motivated to play action video games, and thus less likely to active older gamers that were shown to predominantly play card follow through with action video game interventions [4,8,9]. or board game-like video games, whereas other genres are rarely played [16]. Second, recent studies have shown that different In order to offer older adults and even patients more attractive CVG genres engage different perceptual and cognitive functions, forms of video game interventions, we suggest tapping the allowing the selection of specific game genres to improve potential of CVGs as an enjoyable activity to improve cognitive specific cognitive skills [17-19]. From a pragmatic point of functions and emotional well-being. By better understanding view, this is crucial as video game-based interventions will not the types of CVGs older adults enjoy playing and the specific benefit cognitive abilities unless the game is known to engage game characteristics they find appealing, we hope to identify specific cognitive skills [4]. By better understanding game genre CVG genres and game characteristics that might raise the preferences of older adults, future game interventions could motivation of participants in future video game interventions. offer them different CVG genres that they are both willing to The Case for Causal Video Games play and that improve specific cognitive abilities [4,20]. Third, the concept of genre closely relates to usability. As the pattern What makes CVGs an excellent choice for an older adult of interactions and rules of the games represent the most population is their promise to “eliminate any possible barrier commonly used video game genre classification scheme [21], to someone enjoying the game” [10]. Unlike hardcore video examining how older adults learn, control, and understand games games, CVGs are intended as games for everyone that are easy from different genres can help addressing usability problems to use and play, do not require high commitment or special pertaining to each video game genre [22]. skills, and can be completed in short play sessions [11,12]. Although several recent studies have addressed usability barriers To reach this goal, CVGs follow four casual game design values: and used survey methods to assess game preferences in older “Acceptability” refers to the appeal for a wider, heterogeneous adults [4,16,23,24], playtest studies using a wider range of CVG group of players. To this end, CVGs borrow themes familiar to the social context of the player that are nonviolent and foster http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 2 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al genres to study game interests and preferences of older adults well as movement control [19,21,25,27]. Finally, casual strategy are lacking [4]. games require planning, decision making, and execution and adjustments of actions to achieve a desired outcome in the Research Questions system and require executive control [25]. In this study, we wanted to identify CVG genres that older adults For the casual action games (Figure 1, first row from left), we enjoy and are willing to play most, and how favorably their chose an FPS and a nonshooting game. In the no shooting action CVG design values are rated. Given the explorative nature of game Pocket Frog Splash Sliders (Nimblebit), players must hop this study, the following research questions rather than a frog across lily pads that move back and forth by tapping the hypotheses were formulated. Do the CVGs provide enjoyment touchscreen in time. Missing the lily pad will subtract 1 life and is there a preference for specific CVG genres? Do the CVGs from the player’s lives, whereas extra lives could be earned by meet the casual game design values (easy rules and story, clear skipping lily pads during a jump. The shooting action game goals and actions, easy to control, and make their own) and are Smash Hit (Mediocre AB), played in training mode, combines they suitable for older adults? an infinite runner and FPS game elements. The goal is to move ahead as far as possible by collecting bullets and hitting glass Methods obstacles by tapping the touchscreen to aim and shoot. Participants For the puzzle genre (Figure 1, second row from left), we chose In total, 16 healthy older adults (5 females, 11 males) aged 2 grid-based puzzles differing in interaction with the game. between 65 and 84 years (mean 71.94 years, SD 6.34) Flow Free (Big Duck Games LLC) is a logic puzzle game in participated in this study. Participants were recruited from the which players must connect pairs of same-colored dots, using Seniors University of Bern, Switzerland. All participants had tap and drag movements. To solve the puzzle, the entire grid normal or corrected-to-normal vision. Exclusion criteria were should be filled with nonoverlapping connections to cover the a diagnosis of dementia or mild cognitive impairment and fine entire grid using a minimal number of moves [28,29]. Bejeweled motor skill impairments leading to inability to handle a tablet (PopCap Games), played in infinite mode, is a tile-matching computer. All participants provided signed informed consent puzzle game played on an 8×8 grid covered with jewels in 7 in accordance with the latest version of the Declaration of different colors and shapes. The player must swap two adjacent Helsinki and were rewarded with two cinema tickets for their gems (ie, 1 of the 4 cardinal neighbors) to create an alignment participation. The cantonal ethics committee of Bern, (vertical or horizontal) of 3 or more identical gems. Matched Switzerland (Kantonale Ethikkommision) granted the ethics gems are removed and newly generated gems fall in their place approval. [30]. For the casual simulation (Figure 1, third row from left), we Selected Casual Video Games chose a racing and sports simulation game. Real Racing 3 For this study, we selected 7 single-player, tablet-based CVGs (Firemonkeys Studios) is a realistic racing game with different (Figure 1) available on the Web on app stores for mobile phones racing events. The goal of the game is to win the race and steer and tablet computers (iTunes App store, Apple Inc). The CVGs the car by tilting the tablet left to turn left and right to turn right. were selected by a professional game designer to conform to The car accelerates and decelerates automatically. For this study, accepted casual game design values [11,13]. These include we selected a beginner-level race (Circuit de familiar, cheerful, and nonviolent game topics (“acceptability”), Spa-Francorchamps). Virtual Table Tennis HD (SenseDevil games that are simple to play and learn with easy rules and goals Games) is a realistic sports simulation game that emulates table (“simplicity”), allow players to quickly reach proficiency tennis in the game world. The game is played against a computer (“accessibility”), and provide a flexible and error-forgiving opponent by moving the ping-pong paddle along the touchscreen game experience (“flexibility”). using drag movements. For this study, we selected a game from For genre-specific comparisons, we selected casual games from the beginner level. 4 casual game genres (casual action, casual puzzle, casual For the casual strategy game genre (Figure 1, fourth row from simulation, and casual strategy games), following video game left), we selected the Plants vs Zombies (PopCap Games) tower genre classifications based on both the cognitive skills they defense (TD) game, a subgenre of real-time strategy games. involve [25] and the pattern of interactions and rules of the Due to time constraints and restraint from military-themes and games [21]. Casual action games require the player to perform games that require prolonged commitment, we chose one casual a series of actions to meet specific objectives and usually involve strategy game only. The goal of TD games is to collect resources eye-hand coordination and fast reaction [25,26]. Casual puzzle (suns) and place defensive units (plants) along paths on a map games refer to games with the goal to solve enigmas via to prevent enemies (zombies) attacking on parallel lanes from manipulation of game objects and require reasoning and reaching the player’s base. The game is lost when the enemy problem-solving skills [21,25]. Casual simulation games recreate reaches the player’s home base; the game is won when waves real-world activities (eg, sports, driving, and city building) and of attacking enemies are successfully defended [31]. require domain-specific and procedural knowledge about the system, coordination of cognition, information processing, as http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 3 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al Figure 1. Casual video game genres (illustrations based on video games used in the study). to what extent the selected casual games met the casual game Questionnaire values [11,13,34] as rated by the participants. The game-play The players’ casual game experience was measured using the scale (6 items) reflects how the rules and underlying story or Core Elements of the Gaming Experience Questionnaire scenario of the game are judged. Control (8 items) refers to how (CEGEQ) after completion of each game [32]. The CEGEQ is the player learns to control the game and make it his own, and based on the assumption that enjoyment of a game emerges measures whether the general goal and actions of the game are from the player’s perception of the video game and their clear, how easy the controllers (input device) are to use, how interactions with it. Here, the player’s perception of the game they are mapped to the actions, and whether everything was (ie, video game) is assumed to be formed by the environment visible on the interface. The scale ownership (6 items) was used (eg, graphics and sounds) and game-play (eg, rules and scenario) to determine how the player uses the actions to complete the that are both thought to produce enjoyment. The player’s goal of the game, creates a strategy and personal goals, uses interaction with the game (“puppetry”) is believed to reflect rewards, and takes ownership over the game. Finally, ownership, which is achieved through manipulation of the game environment (6 items), the way the player perceives the game (“control”) or can be produced by “facilitators” that can via graphics and sounds, was measured. This was done to rule compensate lacking control over the game [32]. The CEGE out effects attributable artistic style and visual aesthetics that questionnaire contains 10 scales representing the latent are inherent to video game genre, but not of interest to our study. constructs (enjoyment, frustration, CEGE, puppetry, video game, Procedure control, facilitators, ownership, game-play, and environment) measured with 38 items. The reliability of the CEGEQ is This study used playtesting sessions that combine questionnaires sufficiently high (Cronbach alpha=.794) [33]. with the opportunity of hands-on playing of video games to quantify the player’s attitudes, opinions, and perception of For this study, we selected 5 scales of the CEGE (enjoyment, different CVG genres. This approach is well suited for persons game-play, control, ownership, and environment). Casual game with no previous game experience and also far more informative genre preference was measured using the enjoyment scale (3 than mere interviews and surveys in active gamers [35]. For the items) reflecting the extent to which each game was enjoyed informal playtesting session (lasting about 120 min), participants and encouraged replayability. Three scales were used to examine http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 4 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al were tested individually and were seated at a desk next to the R version 3.3.1 (R Foundation for Statistical Computing, experimenter in a small laboratory room. All casual games and Vienna, Austria ) and the package lme4 [36]) for each CEGE video clips were administered on a tablet computer with touch scale (enjoyment, game-play, control, and ownership) to interface and a 9.7 screen (iPad Air 2, Apple Inc). For the examine the effects of environment ratings, game experience, playtesting session, participants were first asked to fill out age, and level of education on CVG genre. To this purpose, we questionnaires regarding demographics, game, and computer fitted an LMEM with the respective CEGE scale as dependent experience. After that, participants were informed about the variable, a random intercept per subject as random effect, and procedures of the playtesting study and a written consent was video game genre, environment ratings, game experience, age, obtained. For each of the 7 CVGs, participants first watched a and education as fixed effects. Gender was not included as a short video clip of a person playing the game (observational fixed parameter due to the small number of female participants. session, 3-5 min). After that, the experimenter read the The global effect of the factor video game genre was tested instructions to the participant to ensure that they understood the using the conditional F test, whereas all other fixed-effect rules. Then, the participants were invited to play the game for parameters were tested using a conditional t test. Pairwise a limited amount of time or levels (game-play session, about 5 comparisons of the estimated marginal means were performed min). Following that, participants were asked to evaluate their between the different video game genres using Bonferroni-Holm game experience with the CVG by answering the 39 items of correction for multiple testing. the CEGEQ on a closed 5-point Likert-type scale, ranging from 1 (completely disagree) to 5 (completely agree), which lasted Results between 5 and 10 min. Demographics Statistical Analysis All 16 participants reported having access to and using desktop The participant’s evaluation of the game experience with the or laptop computers on a daily or weekly basis, whereas only casual games was assessed with 39 closed-response questions 5 (5/16, 27.8%) participants (2 females, 3 males) reported having that participants answered using a closed 5-point Likert-type ever played, and that they are currently playing computer video scale. The 10 negatively worded items were reverse-coded by games. All 5 participants reported playing games preinstalled subtracting the value from 6. Scores for each of the 10 scales on Desktop PC computers (eg, Free Cell, Patience, and of the CEGEQ were then calculated by averaging the item Mahjong) on a daily to monthly basis. None of the participants ratings corresponding to each scale and dividing them by 5. We reported having ever played video games on tablet-computers. removed item 24 (“I felt guilty for the actions in the game”) Ranking of the Casual Games on the Enjoyment Scale from the CEGEQ as we specifically selected nonviolent video games. The results of this study indicate that the mean participant’s ratings of the casual games were above average (ie, >0.5—the First, separate repeated measures one-way Analyses of Variance midpoint of the item rating range) across all CEGE scales (rmANOVA) with casual game genre as a within-subject factor considered in the analysis. The order of casual game enjoyment were performed by using SPSS for Windows (version 24.0, or genre preference from the most enjoyed to the least enjoyed SPSS Inc) to test whether the video game genre had a significant was as follows (Table 1, total): casual puzzle games (Flow Free effect on each of the 5 CEGEQ scales of interest (enjoyment, followed by Bejeweled); the casual action no shooting game game-play, control, ownership, and environment). An alpha (Pocket Frog Splash); the casual action shooting (Smash Hit); value of .05 was used to determine significance. and casual strategy game (Plants vs Zombies) that showed Second, linear mixed effect models (LMEM), fit by restricted identical ratings, and, finally, the casual simulation games maximum likelihood estimation (REML) were performed (using (Virtual Table Tennis followed by Real Racing). http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 5 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al Table 1. Means and CIs (95%) of the selected CEGE scales for all casual games played grouped by gender (females: n=5; males: n=11; and total: N=16). Genre Gender Enjoyment Game-play Control Ownership Environment Casual action video games No shooting Total 0.85 0.61 0.72 0.64 0.72 (0.79-0.92) (0.53-0.69) (0.67-0.78) (0.58-0.70) (0.66-0.78) Female 0.87 0.55 0.71 0.56 0.73 (0.77-0.96) (0.45-0.64) (0.68-0.74) (0.52-0.59) (0.67-0.79) Male 0.85 0.64 0.73 0.68 0.72 (0.78-0.92) (0.56-0.74) (0.65-0.79) (0.62-0.74) (0.65-0.79) Shooting Total 0.83 0.66 0.72 0.70 0.76 (0.71-0.94) (0.59-0.73) (0.68-0.77) (0.63-0.77) (0.71-0.81) Female 0.79 0.57 0.70 0.70 0.75 (0.49-1.00) (0.51-0.63) (0.64-0.78) (0.63-0.82) (0.68-0.81) Male 0.85 0.70 0.74 0.69 0.76 (0.75-0.93) (0.62-0.78) (0.69-0.79) (0.62-0.77) (0.70-0.83) Casual puzzle video games Connect-the-dots Total 0.95 0.65 0.85 0.77 0.78 (0.91-0.99) (0.60-0.71) (0.80-0.90) (0.71-0.83) (0.73-0.84) Female 0.93 0.64 0.84 0.78 0.75 (0.85-1.00) (0.55-0.73) (0.76-0.92) (0.73-0.83) (0.68-0.81) Male 0.95 0.66 0.86 0.76 0.80 (0.91-0.99) (0.61-0.72) (0.8-0.92) (0.68-0.84) (0.74-0.86) Tile-match Total 0.85 0.70 0.79 0.70 0.75 (0.78-0.92) (0.62-0.78) (0.74-0.84) (0.65-0.75) (0.68-0.81) Female 0.87 0.67 0.78 0.69 0.69 (0.81-0.93) (0.57-0.77) (0.69-0.88) (0.59-0.82) (0.56-0.79) Male 0.84 0.71 0.80 0.70 0.78 (0.75-0.93) (0.62-0.82) (0.75-0.85) (0.66-0.74) (0.72-0.85) Casual simulation video games Racing Total 0.75 0.72 0.71 0.69 0.79 (0.61-0.88) (0.65-0.78) (0.65-0.77) (0.62-0.76) (0.73-0.85) Female 0.61 0.63 0.65 0.62 0.74 (0.36-0.84) (0.56-0.71) (0.60-0.72) (0.50-0.72) (0.69-0.81) Male 0.81 0.75 0.74 0.72 0.81 (0.67-0.92) (0.69-0.82) (0.67-0.80) (0.66-0.79) (0.75-0.88) Sports Total 0.73 0.69 0.71 0.69 0.73 (0.59-0.86) (0.62-0.76) (0.66-0.75) (0.61-0.77) (0.69-0.77) Female 0.75 0.65 0.74 0.70 0.72 (0.52-0.92) (0.53-0.76) (0.70-0.79) (0.57-0.85) (0.68-0.76) Male 0.72 0.71 0.70 0.68 0.73 (0.56-0.85) (0.65-0.79) (0.65-0.75) (0.60-0.76) (0.68-0.78) Casual strategy video games http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 6 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al Genre Gender Enjoyment Game-play Control Ownership Environment Tower defense Total 0.82 0.68 0.78 0.76 0.74 (0.72-0.92) (0.62-0.74) (0.74-0.82) (0.69-0.82) (0.69-0.80) Female 0.87 0.65 0.76 0.74 0.76 (0.79-0.95) (0.54-0.76) (0.70-0.79) (0.67-0.81) (0.69-0.82) Male 0.80 0.69 0.79 0.76 0.74 (0.67-0.90) (0.64-0.76) (0.74-0.84) (0.69-0.83) (0.68-0.81) the 7 CVGs for each CEGE scale showing significant global Effect Analyses for CEGE Scales effects of the factor video game genre. Pairwise comparison of As hypothesized, there was a significant main effect for CVG the estimated marginal means for enjoyment indicate that the genre on enjoyment (F =4.794, P=.005, η ²=.220); casual puzzle video game (Flow Free) was significantly more 1, 2.977 game-play (F =4.698, P=.004, η ²=.227); control (F =8.704, enjoyed than casual simulation racing (t =−3.74, P=.01) and 1,6 1,6 89 P=.001, η ²=.339); and ownership (F =3.615, P=.003, η sports (t =−3.61, P=.01) video game. Game-play ratings of 1,6 89 ²=.184) ratings. There was, however, no significant difference casual action no shooting video game scored significantly lower in environment ratings (F =3.615, P=.07, η ²=.114) across than those for the casual puzzle video game (Bejeweled; 1,6 t =3.47, P=.02), and the casual simulation racing (t =3.74, CVG genres. To adjust the effects of video game genre for the 89 89 potentially confounding effect of the graphics and audio of the P=.01) and sports (t =3.32, P=.03) video game. Pairwise video games (“environment”), the effect of video game genre comparisons further indicated that control ratings for the casual and environment were analyzed within a LMEM for each CEGE puzzle video game (Flow Free) were significantly better than scale. In addition, the effects of personal background variables those for both the casual action no shooting (t =4.58, P<.001) (age, education, and prior game experience) were included in and shooting (t =4.68, P<.001) video game as well as for the the LMEMs (Table 2). The LMEM analysis revealed a casual simulation racing (t =−5.39, P<.001) and sports significant global effect of video game genre (P<.001) and a (t =−5.02, P<.001) video game. Furthermore, the second casual trend for positive effects of environment ratings (P=.05). For puzzle video game (Bejeweled) was rated better in terms of game-play ratings, there was a significant global effect of video control than the casual simulation racing video game (t =−3.28, game genre (P<.001) and a significant negative effect of game P=.03). Finally, pairwise comparisons on the effect of video experience (P=.01). For control ratings, there was only a game genre on ownership revealed that both the casual puzzle significant global effect of video game genre (P<.001), whereas video game (Flow Free; t =3.46, P=.02) and casual strategy there was a significant global effect of video game genre (P=.01) 89 video game (Plants vs Zombies; t =3.39, P=.02) were rated and a significant positive effect of environment ratings (P=.03) on ownership ratings. The linear mixed-effects model was better than the casual action no shooting video game. further used to perform all 21 pairwise comparisons between Table 2. Tests for fixed effects within the linear mixed effects models (LMEM) for each CEGE scale. Variable Enjoyment Game-play Control Ownership a a b a Video game genre F =3.54 F =3.89 F =8.03 F =3.24 6, 89 6, 89 6, 89 6, 89 Environment rating t =1.96 t =1.73 t =0.94 89 89 89 t =2.22 Game experience t =1.94 t =−1.86 t =0.13 12 12 12 t =−3.23 Age t =−1.06 t =0.66 t =0.73 t =0.56 12 12 12 12 Education t =−0.26 t =0.32 t =−0.87 t =0.24 12 12 12 12 Significant at the .001 level. Significant at the .05 level (two-sided). constituent elements of casual games resonated well with healthy Discussion older adults. There was an independent effect of CVG genre on gameplay, control, and ownership ratings. Moreover, Principal Findings environment ratings had an effect on enjoyment and ownership, In this study, we examined casual game enjoyment and game but not on control and gameplay, when controlling for all other characteristics ratings across a range of 4 genres in healthy older fixed effects. Prior game experience positively influenced adults. The results of the playtest study revealed that tablet-based enjoyment and negatively influenced game-play ratings. Finally, casual games are generally enjoyed by older adults with an there were no independent effects of age and education on any effect of CVG genre on enjoyment, independent of environment of the CEGE scales. ratings and personal background variables. In addition, the http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 7 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al game characteristics were well-perceived by the older adult Comparison With Prior Work players in terms game-play, control, and ownership. The genre effect on enjoyment indicates a preference for the casual puzzle (Flow Free) over the casual simulation games The gameplay ratings, that is, how participants judged the rules (Real Racing and Virtual Table Tennis). Nevertheless, all CVGs and underlying story (scenario) of the games were satisfactory, were given good enjoyment and replayability ratings. This with the casual simulation and puzzle video games being easier finding is strongly in line with findings from previous survey to understand than the casual action (no shooting game) video studies in active older gamers [16,24,37] and 2 playtest studies game. The fact that the least liked games were rated easiest to using similar puzzle games [15], reporting that casual games understand is hardly surprising, as simulation games make use are generally the most liked type of video games among older of real-world concepts and rules already known to the player adults. This further reflects the preference of older adults for and thus, at least in terms of rules of the game, are particularly slower-paced games with an intellectual challenge over suitable for an older audience with little or no game experience fast-paced games (eg, action, sports, and strategy games) and [34]. In terms of control ratings, that is, whether the goal and relates to the notion that older adults prefer to play games that actions of the game were clear and the controllers of the game are similar to the games they used to play when they were were easy to use, the casual puzzle video game (Flow Free) was younger (eg, card, board, and paper-based puzzle games) [15]. rated better than all casual simulation and action video games. Finally, regarding ownership ratings, that is the extent to which However, we did not find evidence to support a general dislike player sees the actions in the game as a result of his own efforts, for the action game genre (no shooting and shooting) reported the casual puzzle (Flow Free) and the casual strategy video in other studies [7], as this represents the second most liked games (Plants vs Zombies) were rated better than the casual casual game genre in our study. It has been argued that the action no shooting game (Pocket Frog Splash). strong visual, attentional, and processing speed demands, which are known to decline with age, make action games less enjoyable The latter two findings reflect the above-mentioned notion that for older players [38]. Although the casual action games in this action games are not as much appreciated due to the speed of study relied heavily on fast reaction and hand-eye coordination, movement and intense interaction, which is reflected in the it is our belief that their nonviolent and joyful themes lower control and ownership ratings [15]. These findings contributed to an enjoyable experience in our study. This again, underscore previous reports that puzzle games are the preferred is in line with the findings of McKay and Maki [7], showing game genre of older adults and the easiest to interact with [40]. that older adults did enjoy and were willing to play a cartoonish Of note, the least enjoyed casual simulation (sports and racing) FPS game, whereas they disliked and were unwilling to play a video games differed inherently from the others in how players realistic FPS game with violent content. To sum up, the higher had to control the game. Other than using single tapping or ratings for puzzle than action games replicate the findings of a sliding movements as game input, these games were unique in recent playtest study [15] comparing an action with a puzzle that they required players to perform tilting (to steer the car in game, that were similar in terms of the cognitive abilities they the racing game) or continuous drag movements (to move the engage, and found that the puzzle game was deemed more ping-pong paddle in the sports game). This additional load on motivating by older adults. the interaction with the game should be considered when As for the third most liked casual strategy game genre (Plants comparing ratings of enjoyment and interaction with the game. vs Zombies), we were not able to relate this finding to survey Limitations and other playtest study findings; as, to the best of our knowledge, there have been no studies on enjoyment and This study is not without known methodological limitations usability using strategy games in older adults. However, strategy regarding problems in obtaining a representative sample of older games have successfully been used in 1 video game training adult players [6]. Of note, there is great heterogeneity in older study with older adults [39]. Finally, we found that casual people regarding their cognitive and physical abilities and their simulation (sports and racing) games were least liked by the preferred leisure activities that were not addressed in this study. participants in this study. This again is reflected in survey Although our participants were healthy, highly motivated older findings reporting that even among active older game players, adults interested in research with little or no prior game only 20% reported playing racing and sports games [16]. experience and were generally unfamiliar with video game genre jargon, it remains unclear whether our findings can be Taken together, these findings indicate a positive overall attitude generalized to less-motivated and even cognitively impaired of older adults toward tablet-based casual games, and that they persons. are very open and willing to try out new technology when given an opportunity to play. Of note, environment (ie, graphics and Although special attention was paid to gender-inclusivity during sounds) ratings remained a contributor to enjoyment when the selection of the casual games, we did not include gender as controlling for all other effects. Whereas environment ratings a factor in the analysis of genre preference and interaction with did not differ across genres, the visual presentation of a CVG the game, owing to the smaller number of female participants. seems to contribute to overall enjoyment of CVGs. In addition, playing time for each video game was limited to We also find hands-on evidence to support the notion that casual around 5 min, allowing us to collect first impressions and ease games provide a set of game characteristics that are suitable for of interaction, rather than long-term experiences with the video a senior audience in terms of usability [34]. Overall, the casual games. It therefore remains unclear whether the CVG genre http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 8 (page number not for citation purposes) XSL FO RenderX JMIR SERIOUS GAMES Chesham et al preferences persist over extended experience with the game (eg, characterized by and that these games use difficulty adjustments during a game-based intervention). to optimally challenge the player. Finally, in their third claim the authors propose that video games should offer a diversity Conclusions to accommodate the heterogeneity of older adults in their The goal of this study was to find out how well different CVG cognitive and physical skill levels, backgrounds, and genres met casual game characteristics and how this led to game preferences. Again, it is our understanding that it is in the very enjoyment in a population of older adults. We argue that our nature of CVGs to satisfy this demand. findings can be matched with a recent position De Schutter and In line with recent findings, this study confirms a special Abeele [9] take in their “gerontoludic” manifesto. Here, the preference of older adults for the puzzle game genre. It would authors criticize that video game-based aging interventions be interesting for future studies to capitalize on this in future focus too much on improving cognitive function and usability, video game interventions for older adults. It also appears while fun aspects are often forgotten. worthwhile to conduct video game interventions using multiple To address this issue, the manifesto states that video games game genres, as only few studies have looked at the training should primarily provide older adults with a meaningful and benefits of different game genres in older adults [30]. We playful activity. We were able to confirm this with the general therefore welcome future studies to continue exploring the finding that casual games were well-enjoyed and participants potential of CVG interventions and investigate possible effects were willing to play them. This is closely related to their second on cognition, everyday functioning, and well-being. Finally, claim that video games should focus on challenge and personal we see particular clinical potential for CVGs in people suffering growth and rather than simply combatting age-related cognitive from cognitive impairment due to dementive and depressive decline. Although we did not address this, we believe that this disorders or brain injury. claim is easily met by the positive themes CVGs are Acknowledgments We are indebted to Andrei Mitache for his advice as professional game designer, Prof Klemens Gutbrod for advice on the cognitive aspects of the games selected for this study, and to Prof Eduardo Calvillo-Gamez for answering questions on the CEGE questionnaire. Authors' Contributions AC developed the practical design of the study, tested the participants, carried out the analysis, and wrote the manuscript. PW conducted the LMEM analyses and helped with the interpretation of the results. RMM and UPM contributed to the design of the study and provided feedback on the introduction and discussion section of the manuscript. TN jointly developed the study design, was instrumental in the interpretation and discussion of the results, and supervised and coordinated the study. 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[doi: 10.1089/cyber.2012.0705] [Medline: 23971430] Abbreviations ANOVA: analysis of variance CEGEQ: Core Elements of the Gaming Experience Questionnaire CVG: casual video game FPS: first person shooter LMEM: linear mixed effects model Edited by A McDougall; submitted 21.11.16; peer-reviewed by L Ishitani; comments to author 03.01.17; revised version received 16.01.17; accepted 24.02.17; published 18.04.17 Please cite as: Chesham A, Wyss P, Müri RM, Mosimann UP, Nef T JMIR Serious Games 2017;5(2):e8 URL: http://games.jmir.org/2017/2/e8/ doi: 10.2196/games.7025 PMID: 28420601 ©Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef. Originally published in JMIR Serious Games (http://games.jmir.org), 18.04.2017. This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. http://games.jmir.org/2017/2/e8/ JMIR Serious Games 2017 | vol. 5 | iss. 2 | e8 | p. 11 (page number not for citation purposes) XSL FO RenderX

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JMIR Serious GamesJMIR Publications

Published: Apr 18, 2017

Keywords: games, recreational; genre preference; mobile applications; aged; core elements of the gaming experience

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