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Benefits and Factors Influencing the Design of Intergenerational Digital Games

A Systematic Literature Review

Dados Bibliográficos

ID13024345
AutoresTeresa De La Hera (0000-0002-5102-813X, Utrecht University), Eugène Loos (0000-0002-5563-935X, Utrecht University, autor correspondente), Monique Simons (0000-0002-6475-4616, Utrecht University), Joleen Blom (Utrecht University)
Ano2017
Volume7
Fascículo3
Páginas18-18
Data de publicação2017-07-10
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoSocieties (JOURNAL)
Identificadores do periódicoISSN: 2075-4698 • E-ISSN: 2075-4698
EditoraMDPI AG (PUBLISHER • IT)
DOI10.3390/soc7030018
OpenAlexW2735441301
IdiomaEN
Citações recebidas8
Referências citadas22

The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family bond, (2) enhancing reciprocal learning (3) increasing understanding of the other generation and (4) reducing social anxiety. According to the literature, two types of factors are important to take into consideration: player-centric and game-centric factors. We identified the nature of the interactions between older (55–81 year-olds) and younger players (4–22 year-olds), their motivations to play digital games and the difference in abilities as the main player-centric factors to take into account when designing intergenerational games. The most relevant game-centric factors were found to be goal-related and space-related forms of interaction. To gain more insight into how specific benefits of playing digital games are related to a type of game, gender or age of the participant, additional empirical studies (comparative analyses), that take these factors into account are needed

Empirical research · MEDLINE · Political science · Reciprocal · Scopus · Systematic review · Applied Psychology · Child Development and Digital Technology · Impact of Technology on Adolescents · Psychology · Social Psychology · Technology Use by Older Adults

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    Open Access•Ming-xi Sun, Zhi-Feng Zhao et al.•Frontiers in Public Health•2025

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  • How does a (Smart) Age-Friendly Ecosystem Look in a Post-Pandemic Society

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    Ian Bogost•Persuasive Games•2007

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    Liliana Vale Costa, Ana Isabel Barreto Furtado Franco De Albuquerque Veloso•Journal of Intergenerational…•2016

  • I Wish We Could Get Together

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    Open Access•P Aarsand, Pål André Aarsand•Childhood•2007

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    Open Access•Sanela Osmanovic, Loretta Pecchioni et al.•Games and Culture•2016

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Obras citantes distintas8
Citações por ano1,14
Intervalo de citações2019 - 2025 (7)
Velocidade de citaçãorecent
Altamente citadoNão
Tipos de citaçãoNeutras: 8
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