The impact of loneliness on older people and the use of technology to combat it

The impact of loneliness on older people and the use of technology to combat it

Innovation, interaction and entertainment proposals are key to combating loneliness and cognitive deterioration through. Psychologist Emilce Schenk and occupational therapist Natalia Ito tell how to achieve well-being in old age.

According to estimates by the World Health Organization (WHO), between 2020 and 2050, the number of people aged 80 or over will triple and reach 426 million worldwide. Within the framework of World Mental Health Day, which is celebrated every October 10, it is essential to focus on this highly vulnerable segment of the population: as the WHO points out, 1 in 4 older people faces social isolation and loneliness , risk factors for depression and anxiety.

“Loneliness has a significant impact on physical and emotional health, which accelerates processes of cognitive deterioration and contributes to problems such as anxiety, stress and depression,” explains Lic. Emilce Schenk, psychologist at the Hirsch Center, a civil association that provides care to the elderly and rehabilitation.

In a world where human and family connections are increasingly diluted by the modern pace of life, more older people suffer from the lack of a support network. This can be the trigger for states of chronic sadness that, in turn, exacerbate physical health problems.

Technology, and especially video games, emerge as promising tools to mitigate these negative effects.

A door to connection and well-being

This is where technology comes into play. Platforms such as WhatsApp, social networks, video calls and, specifically, video games, facilitate exchange with the outside world and provide space for recreation and connection with others and with the topics of interest of each one, regardless of the possibility of going out. of the home. “The pandemic accelerated the adoption of technology among older people, demonstrating its ability to combat social isolation. However, it is essential that they have support to understand and use these tools,” says the psychologist. The challenge remains to reduce this technological gap with adequate support.

Natalia Ito, occupational therapist at the Hirsch Center, explains that with small adjustments the devices can be adapted and their use much easier: increase the font size on phones and tablets, adjust the brightness for those with low vision or calibrate the necessary pressure on devices. Tactile devices are easy procedures that make technology and, with it, virtual interactions more accessible. There is also the option to configure the speed and enlarge the computer mouse pointer, so that the person does not get lost among the icons and can distinguish it without difficulty on the screen, or to activate the “narrator” function, a reader of screen that describes what is in it.

Much more than entertainment

Video games represent a powerful strategy to stop cognitive decline in older people. A study conducted by North Carolina State University has shown that those who have them incorporated into their routine regularly or occasionally report better general emotional well-being. The research was carried out with 140 people over 63 years of age and those who never played showed a tendency to experience more depression and feel more negative emotions.

On the other hand, according to an article from the Open University of Catalonia, between 17% and 19% of adults over 55 years of age play video games on their cell phones. Among its conclusions, the study determines that this part of the population is also a target audience for this type of entertainment, which is constituted as a form of integration and stimulation.

“Video games can delay and stop cognitive deterioration; they are a great tool for stimulating attention, memory, problem-solving ability, and information processing,” Schenk agrees. “Games like Trivia, for example, are highly versatile, because they have general culture questions, and they stimulate various cognitive functions by requiring memory of past and current events, in an entertaining environment,” specifies Natalia Ito.

These technological entertainment proposals offer interactive experiences that present challenges and problems, inviting you to solve situations creatively. “In our experience, older adults are great participants in our games that challenge knowledge through trivia, words and riddles. Although when designing all our video games we carefully think about how to maintain the interest of each age segment, older people in particular are the ones who best take advantage of the combination of staying connected with their family and friends, and challenging them and interacting through the games and challenges it offers. the platform,” explains Juan Pablo Veiga, VP Brand Gamification™ at etermax, a leader in the entertainment technology industry.

The power of play

The benefits of using video games have even been proven in areas such as rehabilitation of functions, addressing brain injuries and learning difficulties. But they not only put mental processes into action, but also make it possible to experience moments of fun and recreation, essential for emotional and physical health.

The game, in itself, is a key that opens doors to encounter and connection. “By playing in a group or as a family, social skills are kept active, which reduces isolation, and adds quality to the large amount of free time that people usually have,” adds Ito. Video games, in particular, bring the advantage of building that “meeting ground” also from a distance. Words, for example, one of the most popular from etermax, allows you to interact with other people, train your mind and display your vocabulary against your opponents. The combo provides fun, socialization and cognitive stimulation.

The ultimate goal, however, and as Emilce Schenk points out, should be to foster a balance between virtual and real interactions.

A tool for life

“The most important thing is that older people find activities that interest them and that give them satisfaction. It doesn’t matter if they prefer to solve puzzles or play trivia games: the important thing is that these activities are meaningful to them,” says Ito and emphasizes that in addition to the cognitive benefits, fun should never be lost sight of: “Add activities that that give us pleasure and good times has a positive and direct impact on physical and mental health.”

With adequate access and correct guidance, video games and technology are not just entertainment tools, but true allies to improve the quality of life in old age.

Source: Ambito

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