@article{zhang_neupert_2023, title={Control Beliefs Mediate the Within-Person Relationship Between Everyday Activity Volition and Daily Subjective Age}, volume={8}, ISSN={["1758-5368"]}, url={https://doi.org/10.1093/geronb/gbad125}, DOI={10.1093/geronb/gbad125}, abstractNote={Abstract}, journal={JOURNALS OF GERONTOLOGY SERIES B-PSYCHOLOGICAL SCIENCES AND SOCIAL SCIENCES}, author={Zhang, Shenghao and Neupert, Shevaun}, editor={Barber, SarahEditor}, year={2023}, month={Aug} } @article{zhang_grenhart_sprufera_mclaughlin_allaire_2020, title={Using Variable Priority Training to Examine Video Game-Related Gains in Cognition}, volume={4}, ISSN={["2509-3304"]}, DOI={10.1007/s41465-019-00148-1}, abstractNote={Identify mechanisms associated with video-game-related gains in cognitive functioning.Seventy-nine older adults (Mean age = 72.72, SD = 7.16) participated in a pretest-posttest intervention study. A video game that required four cognitive abilities was developed. The game had two modes: (1) variable priority training (VPT) and (2) single priority training (SPT). After a pretest session, participants completed a battery of cognitive tasks and 'were randomly assigned to either the VPT (n = 42) or the SPT mode (n = 37) for an average of 15.94 (SD = 2.15) one-hour game play sessions. Post-testing was administrated within one week after completion of training.Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed.Results suggest that VPT may not be the underlying mechanism responsible for video-game-related gains in cognition. Our results also cast doubts on whether playing video games could lead to cognitive enhancements in older adults.}, number={3}, journal={JOURNAL OF COGNITIVE ENHANCEMENT}, author={Zhang, Shenghao and Grenhart, William C. M. and Sprufera, John F. and McLaughlin, Anne Collins and Allaire, Jason C.}, year={2020}, month={Sep}, pages={274–284} } @article{zhang_neupert_2020, title={Within- and Between-Person Relationships Among Health, Awareness of Aging, and Control Beliefs: A Microlongitudinal Study}, volume={76}, ISSN={1079-5014 1758-5368}, url={http://dx.doi.org/10.1093/geronb/gbaa180}, DOI={10.1093/geronb/gbaa180}, abstractNote={Abstract}, number={5}, journal={The Journals of Gerontology: Series B}, publisher={Oxford University Press (OUP)}, author={Zhang, Shenghao and Neupert, Shevaun D}, editor={Shrira, AmitEditor}, year={2020}, month={Oct}, pages={858–870} } @article{zhang_gamaldo_neupert_allaire_2019, title={Predicting Control Beliefs in Older Adults: A Micro-Longitudinal Study}, volume={75}, ISSN={1079-5014 1758-5368}, url={http://dx.doi.org/10.1093/geronb/gbz001}, DOI={10.1093/geronb/gbz001}, abstractNote={Abstract}, number={5}, journal={The Journals of Gerontology: Series B}, publisher={Oxford University Press (OUP)}, author={Zhang, Shenghao and Gamaldo, Alyssa A and Neupert, Shevaun D and Allaire, Jason C}, editor={Infurna, Frank JEditor}, year={2019}, month={Jan}, pages={e1–e12} } @article{zhang_grenhart_mclaughlin_allaire_2017, title={Predicting computer proficiency in older adults}, volume={67}, ISSN={["1873-7692"]}, DOI={10.1016/j.chb.2016.11.006}, abstractNote={Continued growth in older adults' computer and internet use has led to the need to better assess their competencies and skills. The aim of the current study was to expand on this literature by examining sources of individual differences in older adults' computer and internet proficiency. Ninety-seven adults ranging in age from 60 to 95 completed the Computer Proficiency Questionnaire (CPQ) along with a battery that measured demographic information, socio-emotional variables such as sense of control and affect, and cognitive abilities such as reasoning and speed of processing. Hierarchical regression analyses examined the predictors of CPQ Total score as well as the three CPQ subscales (e.g., Internet and Email Use, Communication and Calendaring, and Computer Basic). Age, education, affect, sense of control, inductive reasoning, perceptual speed, and psychomotor speed were associated with at least one domain of computer proficiency. Positive affect uniquely predicted Communication and Calendaring. While sense of control, inductive reasoning, and psychomotor speed uniquely predicted Computer Basic. Discussion focuses on implications for CPQ use and computer proficiency training in older adults.}, journal={COMPUTERS IN HUMAN BEHAVIOR}, author={Zhang, Shenghao and Grenhart, William C. M. and McLaughlin, Anne Collins and Allaire, Jason C.}, year={2017}, month={Feb}, pages={106–112} }