Digital gaming as a proactive choice and a passive resource among older adults in China
Dados Bibliográficos
| ID | 21790236 |
|---|---|
| Autores | Wenqian Xu (0000-0003-4274-5468, Lund University), Weijia Li (0000-0003-4189-2140, Nankai University, autor correspondente), Helena Sandberg (0000-0001-9467-8020, Lund University) |
| Ano | 2026 |
| Volume | 19 |
| Fascículo | 1 |
| Páginas | 58-75 |
| Data de publicação | 2026-01-02 |
| Peer Reviewed | Sim |
| Open Access | Não |
| Tipo | ARTICLE |
| Periódico | Chinese Journal of Communication (JOURNAL) |
| Identificadores do periódico | ISSN: 1754-4769 • E-ISSN: 1754-4750 |
| Editora | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17544750.2025.2480058 |
| OpenAlex | W4408693161 |
| Idioma | EN |
| Referências citadas | 34 |
The popularity of digital gaming among older adults is on the rise, necessitating a deeper understanding of this phenomenon. Drawing upon the concepts and theoretical perspectives in domestication theory, actor network theory, and media engagement theory, we explored the digital gameplay experiences of older adults in China’s sociocultural contexts. We conducted in-depth interviews with 12 adults aged 60–86 years and subsequently conducted a thematic analysis to interpret the collected data, focusing on three aspects: the participants’ appropriation of digital games, interactions with others, and sensemaking around digital gaming. The results revealed that the participants negotiated meanings and considerations when incorporating digital games into their daily lives, employed various tactics to handle power dynamics in digital gaming, and internalized the social imaginaries of aging and digital games in their sensemaking processes. These findings contribute to a nuanced understanding of digital gaming as a proactive choice for aging and a passive resource for leisure and identity formation. Our study holds implications for reframing relevant policies and promoting inclusive and fulfilling digital games among older adults
Business · China · Political science · Aging and Gerontology Research · Computer Science · Psychology · Retirement, Disability, and Employment · Technology Use by Older Adults
Modern Social Imaginaries
Television And Everyday Life
Digital Games, Design, and Learning
Problematic computer game use among adolescents, younger and older adults
Parameters of Media Engagement
Information and communication technologies and the moral economy of the household
A Guide to Abductive Thematic Analysis
Notes on the theory of the actor-network
Images of Ageing in Society
Old Dogs, New Clicks
The domestication of digital games in the lives of older adults
The digital divide has grown old
Technologies for fostering intergenerational connectivity and relationships
Age-related loss of resources and perceived old age in China
The ideology of ageism versus the social imaginary of the fourth age
Using thematic analysis in psychology
Play and Productivity
Never Too Old to Play
The Assemblage of Play
The Mangle of Play
| Velocidade de citação | historical |
|---|---|
| Altamente citado | Não |