eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study
The HK Special Administrative Region Government has been making efforts to promote active aging among older adults. This qualitative study is aimed at gaining an understanding of the perception of and experiences in eSports among middle-aged and older adults in HK, China, using the Theory of Planned...
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Format: | Article |
Language: | English |
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Wiley
2023-01-01
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Series: | Human Behavior and Emerging Technologies |
Online Access: | http://dx.doi.org/10.1155/2023/6798748 |
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author | Ka-Man Leung William Chu |
author_facet | Ka-Man Leung William Chu |
author_sort | Ka-Man Leung |
collection | DOAJ |
description | The HK Special Administrative Region Government has been making efforts to promote active aging among older adults. This qualitative study is aimed at gaining an understanding of the perception of and experiences in eSports among middle-aged and older adults in HK, China, using the Theory of Planned Behavior. Thirty-nine adults aged >45 years were stratified by (a) whether they had experience of participating in eSports and (b) age (i.e., 45–64 years vs. ≥65 years). In addition, 10 administrators working in community centres for middle-aged and older adults were invited for a semistructured interview. The results revealed the pertinent themes of (a) behavioral beliefs (physical benefits (enhanced physical activity levels, body coordination, and cognition), social benefits (increased interactions and team communication and enlarged social circle), psychological benefits (stereotype breaking, sense of recognition, enjoyment, and improved mood), and adverse health effects (psychological intensity, frustration, obsession with winning, overuse strain, and sleep disturbance)), (b) normative beliefs (support and encouragement from family and nonfamily members), and (c) control beliefs (game content, program personnel attitude, resource availability (venue, equipment, and manpower), administrators’ perspectives, and support from the industry). The study results will be instrumental to the development of related interventions and instruments for middle-aged and older adults, will enable researchers to explore the benefits of eSports programs for the studied population, and will promote healthy and active aging in the long term. |
format | Article |
id | doaj-art-ec56121f02e54eae925ab6c51971f9d0 |
institution | Kabale University |
issn | 2578-1863 |
language | English |
publishDate | 2023-01-01 |
publisher | Wiley |
record_format | Article |
series | Human Behavior and Emerging Technologies |
spelling | doaj-art-ec56121f02e54eae925ab6c51971f9d02025-02-03T05:57:24ZengWileyHuman Behavior and Emerging Technologies2578-18632023-01-01202310.1155/2023/6798748eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative StudyKa-Man Leung0William Chu1Department of Health and Physical EducationDepartment of Health and Physical EducationThe HK Special Administrative Region Government has been making efforts to promote active aging among older adults. This qualitative study is aimed at gaining an understanding of the perception of and experiences in eSports among middle-aged and older adults in HK, China, using the Theory of Planned Behavior. Thirty-nine adults aged >45 years were stratified by (a) whether they had experience of participating in eSports and (b) age (i.e., 45–64 years vs. ≥65 years). In addition, 10 administrators working in community centres for middle-aged and older adults were invited for a semistructured interview. The results revealed the pertinent themes of (a) behavioral beliefs (physical benefits (enhanced physical activity levels, body coordination, and cognition), social benefits (increased interactions and team communication and enlarged social circle), psychological benefits (stereotype breaking, sense of recognition, enjoyment, and improved mood), and adverse health effects (psychological intensity, frustration, obsession with winning, overuse strain, and sleep disturbance)), (b) normative beliefs (support and encouragement from family and nonfamily members), and (c) control beliefs (game content, program personnel attitude, resource availability (venue, equipment, and manpower), administrators’ perspectives, and support from the industry). The study results will be instrumental to the development of related interventions and instruments for middle-aged and older adults, will enable researchers to explore the benefits of eSports programs for the studied population, and will promote healthy and active aging in the long term.http://dx.doi.org/10.1155/2023/6798748 |
spellingShingle | Ka-Man Leung William Chu eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study Human Behavior and Emerging Technologies |
title | eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study |
title_full | eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study |
title_fullStr | eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study |
title_full_unstemmed | eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study |
title_short | eSports Participation among Hong Kong Middle-Aged and Older Adults: A Qualitative Study |
title_sort | esports participation among hong kong middle aged and older adults a qualitative study |
url | http://dx.doi.org/10.1155/2023/6798748 |
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