↓ Skip to main content

The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial

Overview of attention for article published in BMC Geriatrics, September 2015
Altmetric Badge

About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (89th percentile)
  • High Attention Score compared to outputs of the same age and source (86th percentile)

Mentioned by

news
1 news outlet
blogs
1 blog
twitter
2 X users

Citations

dimensions_citation
16 Dimensions

Readers on

mendeley
270 Mendeley
citeulike
1 CiteULike
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial
Published in
BMC Geriatrics, September 2015
DOI 10.1186/s12877-015-0107-z
Pubmed ID
Authors

Jessica Chesler, Suzanne McLaren, Britt Klein, Shaun Watson

Abstract

The proportion of people aged 65 or older is the fastest growing age group worldwide. Older adults in aged care facilities have higher levels of depression, and lower levels of social support and sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing. The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness. The current study aims to investigate an intervention program designed to foster relationships among older adults in care based on shared interests. Residents will be assessed on the effectiveness of a 6 week program of playing Wii bowling in comparison to a control group. Participants will be allocated to the intervention (Wii bowling) or the control group based on their place of residence. Participants in the intervention group will be invited to participate in Wii bowling twice weekly, with up to three other residents for a period of 6 weeks. Residents in both conditions will be assessed for depression, social support, sense of belonging, and current self-rated mood at pre-intervention (0 weeks), post-intervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members will also be collected at weeks 1, 3, and 6. Both groups will receive a Wii console after week 6 to establish if residents and staff engage with the Wii without intervention. The Wii provides a user friendly platform for older adults to use video games, and it incorporates both social and competitive aspects in the game play. Existing research has not extensively investigated the social aspects of using this type of technology with older adults. If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by establishing an intervention that is fun, economical, and easy to use. Australian New Zealand Clinical Trials Registry: ACTRN12614000445673.

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 270 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 1 <1%
Spain 1 <1%
Canada 1 <1%
Unknown 267 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 51 19%
Student > Bachelor 41 15%
Researcher 26 10%
Student > Ph. D. Student 24 9%
Student > Doctoral Student 15 6%
Other 40 15%
Unknown 73 27%
Readers by discipline Count As %
Medicine and Dentistry 44 16%
Psychology 38 14%
Nursing and Health Professions 31 11%
Sports and Recreations 19 7%
Social Sciences 16 6%
Other 43 16%
Unknown 79 29%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 17. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 19 November 2021.
All research outputs
#1,884,567
of 22,826,360 outputs
Outputs from BMC Geriatrics
#414
of 3,188 outputs
Outputs of similar age
#26,997
of 266,946 outputs
Outputs of similar age from BMC Geriatrics
#4
of 30 outputs
Altmetric has tracked 22,826,360 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 91st percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 3,188 research outputs from this source. They typically receive more attention than average, with a mean Attention Score of 9.5. This one has done well, scoring higher than 86% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 266,946 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 89% of its contemporaries.
We're also able to compare this research output to 30 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 86% of its contemporaries.