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Please use this identifier to cite or link to this item: http://hdl.handle.net/11133/1455

Title: ゲーム機を使用した年代別のビジュアルトレーニング効果
Other Titles: ゲーム キ ヲ シヨウ シタ ネンダイベツ ノ ビジュアル トレーニング コウカ 
Cross-generational Comparison of the Effects of Visual Training Using Game Machine
Authors: 石垣, 尚男
ISHIGAKI, Hisao
Issue Date: 31-Mar-2010
Publisher: 愛知工業大学
Abstract: The effects of training visual functions were compared across three generations, using generational groups of college students, the middle-aged and the elderly. For this study, training software played on DS portable game machine was used. The main results were as follows: 1. Training effects were demonstrated for all generations. For the generational groups of college students, middle- aged and elderly, the younger the group was, the better the performance was. 2. College students showed greatest improvement from training, followed by middle-aged and then by elderly. Rate of improvement achieved by training was approximately 10 % for each generation group. However, the younger the group was, the more quickly the training effects emerged. 3. After two months of training, performance of the middle-aged improved to the baseline level of college students and performance of the elderly to the baseline level of the middle-aged. 4. It was suggested that similar effects may be obtained under uniform training conditions (e.g., games used, number of game plays, length of play time) regardless of difference in generation.
URI: http://hdl.handle.net/11133/1455
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