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Dive into the research topics where Laura A. Whitlock is active.

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Featured researches published by Laura A. Whitlock.


Computers in Human Behavior | 2013

Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers

Jason C. Allaire; Anne Collins McLaughlin; Amanda Trujillo; Laura A. Whitlock; Landon LaPorte; Maribeth Gandy

The purpose of this investigation was to examine differences in psychological functioning (e.g., well-being, affect, depression, and social functioning) between older adults who play digital games compared to those older adults that do not play digital games. Analysis was conducted on a sample of 140 independently living older adults with an average age of 77.47years (SD=7.31). Participants were divided into three groups (Regular, Occasional Gamers, and Non-gamers) - 60% of the sample was either a Regular or Occasional Gamer. Differences among the groups were found for well-being, negative affect, social functioning, and depression with Regular and Occasional Gamers performing better, on average, than Non-gaming older adults. Findings suggest that playing may serve as a positive activity associated with successful aging.


Computers in Human Behavior | 2012

Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults

Laura A. Whitlock; Anne Collins McLaughlin; Jason C. Allaire

The effectiveness of a game-based cognitive training intervention on multiple abilities was assessed in a sample of 39 older adults aged 60-77. The intervention task was chosen based on a cognitive task analysis designed to determine the attentional and multi-modal demands of the game. Improvements on a measure of attention were found for the intervention group compared to controls. Furthermore, for the intervention group only, initial ability scores predicted improvements on both tests of attention and spatial orientation. These results suggest cognitive training may be more effective for those initially lower in ability.


Ergonomics in Design | 2012

Putting Fun into Video Games for Older Adults

Anne Collins McLaughlin; Maribeth Gandy; Jason C. Allaire; Laura A. Whitlock

Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because they perceive a high benefit. Creating successful games for seniors will likely require designers to increase the perceived benefits of games, such as engagement, even more than lowering costs such as frustration, time, and money.


Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2011

Video Game Design for Older Adults: Usability Observations from an Intervention Study

Laura A. Whitlock; Anne Collins McLaughlin; Jason C. Allaire

Video games are increasingly used as tools in therapeutic interventions, both for younger and older adults. However, relatively little is known about video game usability for older adults, and age-related changes may affect some older players’ capacity to benefit from video games. We examined video recordings and open-ended questionnaire responses of 56 older adults taking part in a video game-based cognitive intervention study. Usability findings and recommendations for inclusive video game design for older adults are discussed.


Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2010

Training Requirements of a Video Game-Based Cognitive Intervention for Older Adults: Lessons Learned

Laura A. Whitlock; Anne Collins McLaughlin; Jason C. Allaire

To examine the potential benefits of a complex online video game as a cognitive intervention for older adults, participants first had to be able to engage in gameplay. This necessitated the development of a training and support program for a complex computer task, with the unusual aim of maximizing mental effort. The goal of the training program was to equip participants to handle the challenges of the game while keeping them near the limits of their ability while playing. The training program was multi-modal and encompassed both in-person and remote methods. Successes and failures are discussed.


annual symposium on computer human interaction in play | 2014

Know before you go: feelings of flow for older players depends on game and player characteristics

Laura A. Whitlock; Anne Collins McLaughlin; William Leidheiser; Maribeth Gandy; Jason C. Allaire

The success of therapeutic games has received recent attention in the research literature, particularly for health issues frequently experienced by adults over age sixty-five. However, less is known about the experience of older adults after interaction with these games and what may promote their adoption and use. We measured the development of flow in a study of over 100 older adults who played a video game for 15 hours across three weeks. Findings indicate that flow development was affected by both individual differences between participants, measured prior to any game experience, and to characteristics of the game, particularly those related to usability of the interface and input device. We conclude with discussion of the flow experience in games for older adults and guidelines for the design of engaging and immersive therapeutic games.


international conference on human aspects of it for aged population | 2015

The Design of Mobile Technology to Support Diabetes Self-Management in Older Adults

Laura A. Whitlock; Anne Collins McLaughlin; Maurita Harris; Jessica Bradshaw

Type 2 diabetes is a concern for older adults and an increasing concern for society as the percentage of older persons rises across the globe. Though potentially deadly, it is a disease that responds well to self-management through behavior: adherence to dietary guidelines, medication regimens, and exercise. However, older persons with type 2 diabetes tend to self-manage poorly, despite educational initiatives. Based on a review of the challenges faced by persons with type 2 diabetes and the state of existing highly rated diabetes self-management applications, we propose a list of design practices and core features most needed in mobile technologies designed to support the self-management of diabetes in older adults.


Journal of Health Psychology | 2017

Older adults’ self-reported barriers to adherence to dietary guidelines and strategies to overcome them

Anne Collins McLaughlin; Laura A. Whitlock; Kate L Lester; Anne E McGraw

Once an older adult develops type 2 diabetes, they often need to change their diet as part of the treatment. We report differences in dietary barriers and strategies to overcome them in 17 older adults without type 2. Data were gathered through 24-hour diet recalls, collected barriers and strategies in changing diet, and the health locus of control scales. Differences in barriers and strategies were partially explained by health locus of control subscales. People who believed that others (e.g. doctors) controlled their health were less likely to identify barriers or strategies to overcome them. The results contribute to training materials and decision aids.


foundations of digital games | 2012

Fear of failure: gender differences in older adult gamers

Laura M. Levy; Maribeth Gandy; Rob Solomon; Anne Collins McLaughlin; Jason C. Allaire; Laura A. Whitlock

In this poster, we examine gender differences in older adults playing an off-the-shelf puzzle game (Boom Blox, EA 2008). Game design research for the elderly is an under-developed area, even though one-fifth of adults over the age of sixty-five reported playing video games and those that do so play more often that their younger counterparts. Gender differences in older adult gamers are even less understood. We use quantitative and qualitative techniques to identify gender differences in older adult game players and we discuss ramifications for cognitive game design.


Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2012

Motor skill acquisition in a virtual world by older adults: Relationships between age, physical activity, and performance

Landon LaPorte; Anne Collins McLaughlin; Laura A. Whitlock; Maribeth Gandy; Amanda Trujillo

Increased age and physical activity both affect motor learning (Colcombe & Kramer, 2003). However, it is unknown how differences in age and changes in daily physical activity affect motor skill acquisition and performance in a virtual world, where feedback on motor actions is offered visually via the software. Using a Nintendo Wii interactive gaming console (IGC), we examined motor skill acquisition in a virtual world for older adults ranging from the young-old (65-79) to the oldest-old (over 80), taking into account their daily reports of physical activity. Multi-level modeling will be used to determine how physical activity and age differences interact to predict success in the motor skill acquisition of a complex movement that results in an object throw in the virtual world. Analysis of results is in progress.

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Anne Collins McLaughlin

North Carolina State University

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Jason C. Allaire

North Carolina State University

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Maribeth Gandy

Georgia Institute of Technology

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Amanda Trujillo

North Carolina State University

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Landon LaPorte

North Carolina State University

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Anne E McGraw

North Carolina State University

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Jessica Bradshaw

North Carolina State University

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Jing Feng

North Carolina State University

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Kate L Lester

North Carolina State University

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Laura M. Levy

Georgia Institute of Technology

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