Severity: Warning
Message: file_get_contents(https://...@pubfacts.com&api_key=b8daa3ad693db53b1410957c26c9a51b4908&a=1): Failed to open stream: HTTP request failed! HTTP/1.1 429 Too Many Requests
Filename: helpers/my_audit_helper.php
Line Number: 176
Backtrace:
File: /var/www/html/application/helpers/my_audit_helper.php
Line: 176
Function: file_get_contents
File: /var/www/html/application/helpers/my_audit_helper.php
Line: 250
Function: simplexml_load_file_from_url
File: /var/www/html/application/helpers/my_audit_helper.php
Line: 1034
Function: getPubMedXML
File: /var/www/html/application/helpers/my_audit_helper.php
Line: 3152
Function: GetPubMedArticleOutput_2016
File: /var/www/html/application/controllers/Detail.php
Line: 575
Function: pubMedSearch_Global
File: /var/www/html/application/controllers/Detail.php
Line: 489
Function: pubMedGetRelatedKeyword
File: /var/www/html/index.php
Line: 316
Function: require_once
Introduction: The increase in the average age of the population has resulted in a greater focus on interventions designed to facilitate successful Ageing. Notwithstanding its potential, the strategy of the board game remains relatively underexplored. This study aims to ascertain its role in fostering older people's well-being. Specifically, it was hypothesized that the level of well-being associated with the gaming experience is greater than overall well-being, particularly when the level of difficulty is low.
Methods: From an initial number of 164 participants, a total of 132 older people made up the final sample ( = 74.05; = 5.62). They were divided into groups of four or five individuals and engaged in a gaming session of varying levels of difficulty: low ( = 44), medium( = 49) and high ( = 36). Prior to each game session, participants completed a questionnaire regarding their general well-being. After the game session, they filled out a similar questionnaire regarding their well-being while gaming.
Results: The results showed that the level of well-being experienced while playing was significantly higher than that observed in daily life, = 14.604, = 0.000, = 0.100, particularly with board games with a low or medium level of difficulty, [ = = 10.982, = .001, = 0.148].
Discussion: Board games with an appropriate level of difficulty can be useful tools for promoting wellbeing in the older population. Future studies and possible interventions for people in the third and fourth ages will be discussed.
Download full-text PDF |
Source |
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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC11608991 | PMC |
http://dx.doi.org/10.3389/fpsyg.2024.1501111 | DOI Listing |
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