Never Too Old to Play
The Appeal of Digital Games to an Older Audience
Dados Bibliográficos
| ID | 2409441 |
|---|---|
| Autores | Bob De Schutter (0000-0003-3401-5174, KU Leuven, autor correspondente) |
| Ano | 2011 |
| Volume | 6 |
| Fascículo | 2 |
| Páginas | 155-170 |
| Data de publicação | 2011-03-01 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Games and Culture (JOURNAL) |
| Identificadores do periódico | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Editora | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412010364978 |
| OpenAlex | W2148300159 |
| Idioma | EN |
| Citações recebidas | 36 |
| Referências citadas | 13 |
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 older digital game audience exists of solitary players with a particular fondness for casual PC games. The most popular playing motive among the respondents was challenge, while social interaction proved to be the most important predictor for the time that respondents invested in playing digital games
Advertising · Appeal · Casual · Exploratory research · Political science · Set (abstract data type · Social science · Sociology · Aging and Gerontology Research · Computer Science · Impact of Technology on Adolescents · Psychology · Social Psychology · Technology Use by Older Adults
No game for old (wo)men
Fatores motivacionais para desenvolvimento de mobile serious games com foco no público da terceira idade
Social, Casual and Mobile Games The Changing Gaming Landscape
Older adults and video gaming for leisure
Connecting screens
Fostering intergenerational communication through games
“Who Are the Cyka Blyat?” How Empathy, Impulsivity, and Motivations to Play Predict Aggressive Behaviors in Multiplayer Online Games
Digital gaming as a proactive choice and a passive resource among older adults in China
Techniques of commensuration in the videogame industry
Games in education
How do we make the virtual world a better place? Social discrimination in online gaming, sense of community, and well-being
A gamification approach for enhancing older adults' technology adoption and knowledge transfer
Videogame play and events are related to unhealthy emotion regulation in the form of low fading affect bias in autobiographical memory
Towards a Gerontoludic Manifesto
Reply to Responses
Evaluating planning through play
The link between digital gaming and creativity
Testing four design interventions for sustained participation in an agricultural citizen science project
The emergent potential of mundane media
Connecting in-game performance, need satisfaction, and psychological well-being
The domestication of digital games in the lives of older adults
Perceived experiences of adults with mild cognitive impairment
Who Doesn’t Think about Technology When Designing Urban Environments for Older People?” A Case Study Approach to a Proposed Extension of the WHO’s Age-Friendly Cities Model
How does a (Smart) Age-Friendly Ecosystem Look in a Post-Pandemic Society
MeetDurian
On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People
Casual Games Before Casual Games
Older Adults’ Social Interactions in Massively Multiplayer Online Role-Playing Games (MMORPGs)
A Lifetime of Play
Quelles sont les pratiques de jeux numériques des aînés canadiens? Langue, éducation, et contexte social comme facteurs d’usage
Aging Playfully
Digital Games as a Source of Enjoyment in Later Life
Older Adult Video Game Preferences in Practice
Beyond Entertainment
Why Can't We All Get Along? A Study of Hygge and Janteloven in a Danish Social-Casual Games Community
Play and Productivity
| Obras citantes distintas | 36 |
|---|---|
| Citações por ano | 2,77 |
| Intervalo de citações | 2013 - 2026 (14) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 34 |