Dustin J. Souders
Florida State University
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Featured researches published by Dustin J. Souders.
Frontiers in Psychology | 2013
Walter R. Boot; Michael Champion; Daniel Blakely; Timothy J. Wright; Dustin J. Souders; Neil Charness
Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a “brain fitness” game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants’ ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.
Gerontechnology | 2012
Neil Charness; Ryan Best; Dustin J. Souders
Episodic and working memory processes show pronounced age-related decline, with other memory processes such as semantic, procedural, and metamemory less affected. Older adults tend to complain the most about prospective and retrospective memory failures. We introduce a framework for deciding how to mitigate memory decline using augmentation and substitution and discuss techniques that change the user, through mnemonics training, and change the tool or environment, by providing environmental support. We provide examples of low-tech and high-tech memory supports and discuss constraints on the utility of high-tech systems including effectiveness of devices, attitudes toward memory aids, and reliability of systems.
Frontiers in Aging Neuroscience | 2017
Dustin J. Souders; Walter R. Boot; Kenneth Blocker; Thomas Vitale; Nelson Roque; Neil Charness
The degree to which “brain training” can improve general cognition, resulting in improved performance on tasks dissimilar from the trained tasks (transfer of training), is a controversial topic. Here, we tested the degree to which cognitive training, in the form of gamified training activities that have demonstrated some degree of success in the past, might result in broad transfer. Sixty older adults were randomly assigned to a gamified cognitive training intervention or to an active control condition that involved playing word and number puzzle games. Participants were provided with tablet computers and asked to engage in their assigned training for 30 45-min training sessions over the course of 1 month. Although intervention adherence was acceptable, little evidence for transfer was observed except for the performance of one task that most resembled the gamified cognitive training: There was a trend for greater improvement on a version of the corsi block tapping task for the cognitive training group relative to the control group. This task was very similar to one of the training games. Results suggest that participants were learning specific skills and strategies from game training that influenced their performance on a similar task. However, even this near-transfer effect was weak. Although the results were not positive with respect to broad transfer of training, longer duration studies with larger samples and the addition of a retention period are necessary before the benefit of this specific intervention can be ruled out.
international conference on human aspects of it for aged population | 2016
Walter R. Boot; Dustin J. Souders; Neil Charness; Kenneth Blocker; Nelson Roque; Thomas Vitale
There has been recent excitement over the potential for commercial and custom digital games to reverse age-related perceptual and cognitive decline. The effectiveness of digital game-based brain training is controversial. However, a separate issue is, should digital game-based interventions prove effective, how best to design these interventions to encourage intervention engagement and adherence by older adults (ages 65 +). This study explored older adults’ perceptions and attitudes toward game-based interventions after they were asked to play digital games (experimental or control games) for a month-long period. Clear differences in attitudes toward game-based interventions were observed, as assessed by post-intervention surveys, with older adults finding games in the control condition (word and number puzzle games) more enjoyable and less frustrating compared to a digital game that consisted of gamified brain training interventions that have demonstrated some degree of success in the literature. Interestingly, older adults perceived the control condition as more likely to boost perceptual and cognitive abilities (e.g., vision, reaction time), as assessed by a post-intervention survey of expectations. Although predicting intervention adherence was challenging, overall motivation to do well in the intervention was significantly related to perceptions of cognitive benefit. Not surprisingly, game enjoyment also predicted motivation. Finally, older adults who perceived the game they were assigned to play as more challenging were more likely to believe the game would boost cognition. These findings identify attitudes and beliefs that could be targeted to motivate older adults to adhere to digital game-based interventions found to boost cognition. To better explore factors related to intervention adherence in the future we propose studies of longer duration (e.g., 6–12 months) and studies that allow more flexibility and choice with respect to amount of gameplay (instead of gameplay being dictated by a fixed schedule determined by the experimenter, leaving less variability to be explained by individual difference factors).
Games and Culture | 2016
Dustin J. Souders; Walter R. Boot; Neil Charness; Jerad H. Moxley
Recent meta-analyses on video game interventions with the aim to improve cognition have shown promise for both younger and older adults. Most studies suggest that fast-paced action games produce the largest benefits, but previous work has shown that older adults might not necessarily adhere to interventions using action games. To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multiplayer gameplay were not supported, converging evidence suggests multiplayer gameplay may lead to greater enjoyment, which has been previously shown to be related to intervention adherence. Insights for gaming intervention studies in older populations are also provided.
international conference on human aspects of it for aged population | 2015
Ryan Best; Dustin J. Souders; Neil Charness; Tracy L. Mitzner; Wendy A. Rogers
Objectives To investigate the relationship between an older individuals self-reported health and the perceived usefulness of computers in assisting with health-related tasks. Methods A total of 210 older adults (age≥60) completed questionnaire items pertaining to demographics, general health, perception of importance of daily activities, technology experience and use, and perceived usefulness of computers and the Internet. Results were obtained using a factor analysis and multiple regression. Results Self-reported health was found to have a significant negative relationship with the importance of health-related activities to daily living (Beta = -0.210) but a significant positive relationship with the perceived usefulness of computers in assisting with the same health-related activities (Beta = 0.151). Discussion Results indicate that adoption of health-supporting technologies could be facilitated by user-centered designs that better accommodate older adults in poor health. Alternatively, adoption may be facilitated by making the potential usefulness of computers more salient to older adults.
international conference on human aspects of it for aged population | 2016
Dustin J. Souders; Neil Charness
The personal vehicle is increasingly the preferred mode of travel for aging adults. There are greater numbers of older drivers on the roads driving more miles than ever before, and it is important to be aware of declines that might affect them. Existing technology adoption frameworks are reviewed and relevant issues surrounding older adults’ adoption of advanced driver assistance systems and/or autonomous vehicles are discussed. A secondary analysis is performed on recently collected Floridian survey data that over-sampled older adults (age 55+ yr). Exploratory factor scores are calculated based on survey responses and the predictive effects of age, gender, annual household income, ease of new technology use, and providing information relating to the technologies are examined. Results are discussed in terms of how best to increase older adults’ familiarity with and trust of these transportation technologies in order to help ensure their adoption and safe usage.
Archive | 2015
Michael Duncan; Neil Charness; Tim Chapin; Mark W. Horner; Lindsay Stevens; Amanda Richard; Dustin J. Souders; Jeremy Crute; Alex Riemondy; Donald Morgan
Accident Analysis & Prevention | 2017
Dustin J. Souders; Ryan Best; Neil Charness
Transportation Research Record | 2015
Dustin J. Souders; Bronislaw Gepner; Neil Charness; Jerry Wekezer