Video Games: More than Just Fun for the Sisters of St. Mary of the Pines
Posted by: Aaron Lockard on March 06, 2007 5:30:58 AM
Elderly Residents of Mississippi Retirement Center Join the 50 million+ Other "Senior" Consumers Who Find Therapeutic Benefits in "Casual" Video Games
Two years ago, 72-year-old Sister Marie Richard Eckerle, School Sisters
of Notre Dame (SSND) bought a copy of Bookworm for a computer at St.
Mary of the Pines, a community for retired SSND in Chatawa,
Mississippi. She was a fan of the video game, and her enthusiasm soon
spread among her community members. She recalls, "It quickly became
popular with so many others that we knew we'd better get more copies!"
Now
St. Mary of the Pines owns a dozen more copies of Bookworm and has
expanded their collection to include other "casual" video games, such
as Bejeweled and Chuzzle. The games have become a regular “ and
important “ part of daily life at St. Mary of the Pines. Staff and
residents use them not only for entertainment, but also as a means of
encouraging socialization and mental stimulation.
The St. Mary
of the Pines story is not so unusual. It mirrors the astonishingly
broad movement of older consumers toward family-friendly, non-violent
puzzle, word and action fare so-called "casual" video games. According
to the latest industry data, more than 50 million consumers age 50 and
above now play these casual games on a regular basis. From the mental
and even physical health benefits, to the sense of accomplishment and
social interaction and bonding opportunities with both peers and
children/grandchildren, older consumers have found a lot to like in
casual games.
And this tremendous community of older gamers is
growing as the medical and elder care communities adopt casual games
into a greater variety of treatments.
Dr. Carl Arinoldo, a Stony
Brook NY-based psychologist of 25 years and an author and expert on
stress management, uses games such as Bookworm himself and recommends
them to his patients. "I find that these types of games are wonderful
as a stress management tool, while at the same time providing excellent
cognitive exercise," he explains. "And studies have shown that these
kinds of games also offer distraction for patients suffering from
chronic pain some patients cite actual pain relief “ and provide mental
stimulation that can stave off, or slow the progress of, Alzheimer's,
dementia and other brain/memory disorders."
The community of
sisters at St. Mary of the Pines is familiar with such games as
Bookworm and Bejeweled. One community member, Sister Theresa Dietz, 76,
SSND, whose ministry includes monitoring the computers in St. Mary of
the Pines' Computer Cove, said she has noticed some of her companion
sisters who normally don't rush to experience new activities,
especially using the computer, interested in the games. "Once some of
the sisters saw us playing Bookworm, they wanted to know what the game
was all about," she recalls. "Some of those sisters included sisters
who had previously shied away from the computers because they felt they
could not manage the movements of the mouse well. They made a real
effort in order to play the game, and in a week or two their control of
their hands and fingers was noticeably improved. It was Bookworm that
seemed to appeal enough to make them overcome their struggles with the
mouse."
Another community member, Sister Jean Marie Smith, SSND,
age 60, says Bookworm in particular has helped her cope with her
Attention Deficit Hyperactivity Disorder (ADHD), a cognitive disability
found most commonly in adults. "I play the games for about an hour each
day to keep my attention focused and my mind stimulated in a
controlled, structured way," she says.
Dr. Arinoldo surmised
that older players' motives for playing were influenced by a growing
awareness of the importance of "mental calisthenics" for maintaining a
healthy mind. "Older players don't cite “entertainment' as the primary
reason for playing. It seems reasonable to assume that older players of
these games are likely to recognize the benefits of cognitive exercise
more readily than younger consumers," he said. "When you're 65 or 70
and you play a game of Talismania or Chuzzle, you're more likely to
identify improvements in your mental acuity that might go unnoticed by
younger people."
Sister Theresa marvels at the motivational
effects and increased social interaction the games have inspired. "We
have residents suffering from Alzheimer's and other infirmities who now
have more ways “ and more incentive “ to socialize with other residents
by playing the games together," she states. "We have one sister in
particular who enjoys playing Bookworm and Bejeweled every chance she
gets. She finds the games relaxing and a different kind of mental
stimulus. All in all, the games have been great for many of us, for
many different reasons."
PopCap Games (www.popcap.com),
the leading developer and publisher of casual games, recently conducted
a survey involving more than 2,000 casual game players, and found that:
· 47% of all casual game players are 50 or older, and nearly 20% are 60 or older
·
Of players 50 or older, 74% cited cognitive exercise (mental workouts),
86% noted stress relief, and 62% chose memory strengthening as benefits
they experience from playing casual games
· Fully 32% of
respondents 50 or older said the games distract them from chronic
pain/fatigue, and nearly one in ten said they derive actual relief from
chronic pain/fatigue when playing
· "Seniors" play casual games
for longer periods of time, and more frequently, than younger players.
65% of players age 50 and up say they play the games on a daily basis,
compared to less than half of younger players.
· As the single
most important reason for playing, subjects age 50 and up chose "stress
relief/relaxation" (39%) and "mental workout" (21%)
· 86% of
older survey respondents said that they felt playing casual games
offered them physical and/or mental health benefits, compared to 74% of
under-50 respondents
· Only 18% of subjects 50 or older selected
action games as one of their genre preferences, compared to 50% of
respondents under the age of 50
· Older players chose puzzle (84%), word (66%), and card (57%) games as their top three genres of video games