...........................................................................................................................................4 Introduction......................................................................................................................................5 Literature Review.............................................................................................................................9 Elderly healthcare in Singapore ...................................................................................................9 Video games and the elderly......................................................................................................11 Wii as an intervention ................................................................................................................13 Mediators of psychological well-being......................................................................................20 Single-player vs. multiplayer conditions ...................................................................................25 Methodology ..................................................................................................................................28 Overview....................................................................................................................................28 Procedure ...................................................................................................................................30 Participants.................................................................................................................................31 Measures ....................................................................................................................................31 Results............................................................................................................................................35 Qualitative Findings.......................................................................................................................40 Discussion ......................................................................................................................................45 Impact of playing Wii on well-being .........................................................................................45 Importance of social interaction and physical activity ..............................................................46 Differences in single-player and multiplayer games .................................................................48 Effectiveness of Nintendo Wii as an intervention .....................................................................50 References......................................................................................................................................52 Tables.............................................................................................................................................68 Figures ...........................................................................................................................................71 Appendix: Questionnaire ...............................................................................................................74 ATTENTION: The Singapore Copyright Act applies to the use of this document. Nanyang Technological University Library