{"title":"电子游戏与情绪调节:交互刺激的老化和选择","authors":"K. Ossenfort, D. Isaacowitz","doi":"10.1024/1662-9647/a000196","DOIUrl":null,"url":null,"abstract":"Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.","PeriodicalId":45525,"journal":{"name":"GeroPsych-The Journal of Gerontopsychology and Geriatric Psychiatry","volume":"31 1","pages":"205–213"},"PeriodicalIF":0.8000,"publicationDate":"2018-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Video Games and Emotion Regulation: Aging and Selection of Interactive Stimuli\",\"authors\":\"K. Ossenfort, D. Isaacowitz\",\"doi\":\"10.1024/1662-9647/a000196\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.\",\"PeriodicalId\":45525,\"journal\":{\"name\":\"GeroPsych-The Journal of Gerontopsychology and Geriatric Psychiatry\",\"volume\":\"31 1\",\"pages\":\"205–213\"},\"PeriodicalIF\":0.8000,\"publicationDate\":\"2018-06-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"GeroPsych-The Journal of Gerontopsychology and Geriatric Psychiatry\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1024/1662-9647/a000196\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"PSYCHOLOGY, DEVELOPMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"GeroPsych-The Journal of Gerontopsychology and Geriatric Psychiatry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1024/1662-9647/a000196","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"PSYCHOLOGY, DEVELOPMENTAL","Score":null,"Total":0}
Video Games and Emotion Regulation: Aging and Selection of Interactive Stimuli
Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.