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Mitigating Ageism through Virtual Reality: Intergenerational Collaborative Escape Room Design Study


Główne pojęcia
The study aims to reduce ageism levels through intergenerational collaboration in virtual reality escape room games, highlighting the potential of VR as a tool for mitigating ageism.
Streszczenie
The research explores the impact of intergenerational collaboration in VR escape room games on reducing ageism levels among participants. By analyzing explicit and implicit attitudes, the study reveals a significant reduction in ageism and positive changes in perceptions towards older individuals. The game design effectively promotes high-quality collaboration by leveraging cognitive and physical activity modules to balance contributions from different age groups. Participants reported enhanced gameplay experiences and improved attitudes towards older individuals, challenging negative stereotypes and fostering inclusive interactions.
Statystyki
"We recruited 28 participants to collaborate with an older player in a challenging VR escape room game." "After completing the game, we found a significant reduction in ageism among younger participants." "A significant increase in competence levels (t = 6.00, p < 0.001) and warmth levels (t = 5.94, p < 0.001) was noted." "Participants rated their collaborative experiences with their partners from 1 - 7 (M = 6.17, SD = 0.72)." "The Aged IAT Test displayed a significant decrease as well (t = -2.13, p < 0.05)."
Cytaty
"We conducted a comprehensive examination of how a collaborative VR escape room game can effectively reduce ageism." "Our research highlights the potential of VR collaborative games as a practical tool for mitigating ageism."

Kluczowe wnioski z

by Ruotong Zou,... o arxiv.org 03-07-2024

https://arxiv.org/pdf/2403.03742.pdf
Mitigating Ageism through Virtual Reality

Głębsze pytania

How can incorporating actual older participants into future studies enhance the understanding of reducing ageism?

Incorporating actual older participants into future studies can provide valuable insights and perspectives that may not be fully captured by using younger individuals or experimenters simulating older players. By including older adults in research on reducing ageism, researchers can gain a more authentic understanding of their experiences, challenges, and contributions. This firsthand involvement allows for a deeper exploration of how intergenerational collaboration impacts ageist attitudes and stereotypes. Having older participants engage in VR interventions aimed at challenging stereotypes about aging can offer unique perspectives on the effectiveness of such interventions. Their feedback and reactions to collaborative tasks within virtual environments can shed light on the nuances of ageism reduction strategies. Additionally, involving older adults directly in these studies promotes inclusivity and ensures that interventions are tailored to address their specific needs and concerns. Furthermore, the presence of actual older participants adds credibility to research findings and enhances the external validity of study outcomes. Their participation contributes to a more comprehensive understanding of ageism mitigation strategies within intergenerational contexts. Overall, incorporating older individuals into future studies not only enriches the research process but also fosters meaningful dialogue between different age groups.

What are the potential implications of using VR interventions to challenge stereotypes about older individuals?

Using VR interventions to challenge stereotypes about older individuals holds significant potential for promoting positive perceptions and enhancing intergenerational relationships. By creating immersive virtual environments where users interact with avatars representing elderly characters, VR technology offers a unique platform for experiential learning and perspective-taking. One implication is that VR interventions can facilitate empathy-building by allowing users to embody an avatar depicting an elderly person's experiences and challenges. Through this embodiment process, individuals may develop greater understanding and compassion towards aging populations, leading to reduced prejudice and discrimination based on age. Moreover, VR interventions have the capacity to counteract negative stereotypes about aging by showcasing the strengths, knowledge, and capabilities of older adults in engaging ways. By presenting diverse representations of elderly characters in interactive scenarios within virtual worlds, these interventions challenge misconceptions while highlighting the value that seniors bring to society. Additionally, utilizing VR technology for intergenerational collaborations can foster mutual respect between different age groups through shared experiences in digital spaces. By encouraging teamwork across generations within immersive settings, these interventions promote positive interactions that transcend traditional barriers associated with age-related biases. Overall, leveraging VR interventions as tools for challenging stereotypes about older individuals has profound implications for fostering social inclusion, promoting empathy-driven behaviors, and cultivating harmonious relationships among people from varying generational backgrounds.

How might social dominance be further minimized in intergenerational collaborations beyond game design?

Beyond game design considerations like balancing task difficulty levels based on cognitive abilities across different ages, there are several strategies that could help minimize social dominance in intergenerational collaborations: Facilitator Training: Providing training for facilitators or moderators involved in intergenerational activities helps ensure equitable participation among all members regardless of their age. Establishing Clear Communication Norms: Setting clear communication norms at the beginning encourages equal contribution from all participants during collaborative tasks. Rotating Leadership Roles: Implementing a system where leadership roles rotate among team members throughout activities prevents one individual from dominating decision-making processes. 4 .Encouraging Active Listening: Emphasizing active listening skills helps create an environment where everyone's opinions are valued equally. 5 .Promoting Mutual Respect: Cultivating an atmosphere where respect is paramount irrespective of one's age fosters collaboration based on mutual appreciation rather than hierarchical dynamics. By implementing these additional measures alongside thoughtful game design elements, intergenerational collaborations can effectively reduce social dominance, encouraging genuine cooperation among participants from different generations
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