Bob De Schutter
Biographic Data
| ID | 85980 |
|---|---|
| NAME | Bob De Schutter |
| GIVEN NAMES | Bob |
| FAMILY NAME | De Schutter |
| SIGNATURE | DE SCHUTTER B |
| AFFILIATIONS | Miami University |
| ORCID | 0000-0003-3401-5174 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 19 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2016 |
| H-INDEX | 2 |
Digital Games as a Source of Enjoyment in Later Life
As playing digital games has become a popular pastime among older adults, the study of the older audience of digital games would do well to exchange exploratory research for more specialist and focused areas. This article follows this reasoning and focuses on game enjoyment in later life. This topic is explored through two qualitative studies with actively playing older adults. The first study ( n = 35, aged between 49 and 73) took place in Fland…
Reply to Responses
Responses to commentary, “Toward a gerontoludic manifesto,” by Bob De Schutter and Vero Vanden Abeele in Anthropology & Aging Vol36, no.2, the special issue on “Aging the Technoscape,” followed by a reply by the commentary authors
Towards a Gerontoludic Manifesto
Digital games have become an important part of the technoscape, not only for youngsters, but for players of all ages. Older adults are a large, currently still largely untapped market for innovative game research and development. However, the current discourse on games and ageing can largely be categorized into two themes. The first theme refers to digital games framed as a way for older adults to improve certain skills. The useful, pragmatic qua…
The domestication of digital games in the lives of older adults
The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the domestication framework developed in the 1990s. A qualitative study was performed with 35 participants aged between 49 and 73, who were targeted purposefully from a larger sample of 213. The analysis revealed how older adults appropriated digital games using pre-existing, public and co-constructed meanings, as well as ho…
Never Too Old to Play
This study aimed to explore the use of digital games among older adults and provide a set of ''benchmark data'' with respect to the uses and gratifications of these players. To find out who these older players of digital games are, what games they prefer, and what playing motives they have, an exploratory survey was administered among 124 individuals aged between 45 and 85 years old. The results of this survey confirm that the majority of the old…
The domestication of digital games in the lives of older adults
The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the domestication framework developed in the 1990s. A qualitative study was performed with 35 participants aged between 49 and 73, who were targeted purposefully from a larger sample of 213. The analysis revealed how older adults appropriated digital games using pre-existing, public and co-constructed meanings, as well as ho…
Never Too Old to Play
This study aimed to explore the use of digital games among older adults and provide a set of ''benchmark data'' with respect to the uses and gratifications of these players. To find out who these older players of digital games are, what games they prefer, and what playing motives they have, an exploratory survey was administered among 124 individuals aged between 45 and 85 years old. The results of this survey confirm that the majority of the old…
Digital Games as a Source of Enjoyment in Later Life
As playing digital games has become a popular pastime among older adults, the study of the older audience of digital games would do well to exchange exploratory research for more specialist and focused areas. This article follows this reasoning and focuses on game enjoyment in later life. This topic is explored through two qualitative studies with actively playing older adults. The first study ( n = 35, aged between 49 and 73) took place in Fland…
Never Too Old to Play
This study aimed to explore the use of digital games among older adults and provide a set of ''benchmark data'' with respect to the uses and gratifications of these players. To find out who these older players of digital games are, what games they prefer, and what playing motives they have, an exploratory survey was administered among 124 individuals aged between 45 and 85 years old. The results of this survey confirm that the majority of the old…
The domestication of digital games in the lives of older adults
The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the domestication framework developed in the 1990s. A qualitative study was performed with 35 participants aged between 49 and 73, who were targeted purposefully from a larger sample of 213. The analysis revealed how older adults appropriated digital games using pre-existing, public and co-constructed meanings, as well as ho…
Reply to Responses
Responses to commentary, “Toward a gerontoludic manifesto,” by Bob De Schutter and Vero Vanden Abeele in Anthropology & Aging Vol36, no.2, the special issue on “Aging the Technoscape,” followed by a reply by the commentary authors
Towards a Gerontoludic Manifesto
Digital games have become an important part of the technoscape, not only for youngsters, but for players of all ages. Older adults are a large, currently still largely untapped market for innovative game research and development. However, the current discourse on games and ageing can largely be categorized into two themes. The first theme refers to digital games framed as a way for older adults to improve certain skills. The useful, pragmatic qua…
Digital Games as a Source of Enjoyment in Later Life
As playing digital games has become a popular pastime among older adults, the study of the older audience of digital games would do well to exchange exploratory research for more specialist and focused areas. This article follows this reasoning and focuses on game enjoyment in later life. This topic is explored through two qualitative studies with actively playing older adults. The first study ( n = 35, aged between 49 and 73) took place in Fland…
Psychology (5 works) · Technology Use by Older Adults (5 works) · Aging and Gerontology Research (4 works) · Computer Science (4 works) · Political science (4 works) · Sociology (4 works) · Social science (3 works) · Exploratory research (2 works) · Impact of Technology on Adolescents (2 works) · Law (2 works)