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Benefits and Factors Influencing the Design of Intergenerational Digital Games

A Systematic Literature Review

Datos Bibliográficos

ID13024345
AutoresTeresa De La Hera (0000-0002-5102-813X, Utrecht University), Eugène Loos (0000-0002-5563-935X, Utrecht University, autor de correspondencia), Monique Simons (0000-0002-6475-4616, Utrecht University), Joleen Blom (Utrecht University)
Año2017
Volumen7
Número3
Páginas18-18
Fecha de publicación2017-07-10
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaSocieties (JOURNAL)
Identificadores de la revistaISSN: 2075-4698 • E-ISSN: 2075-4698
EditorialMDPI AG (PUBLISHER • IT)
DOI10.3390/soc7030018
OpenAlexW2735441301
IdiomaEN
Citas recibidas8
Referencias 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•Irawan Nurhas, Pouyan Jahanbin et al.•Human Behavior and Emerging…•2022

  • Fostering intergenerational communication through games

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

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    Open Access•Mahsuum Daiiani, Penny Sweetser et al.•International Journal of…•2025

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    Seyeon Lee, Chung-Kon Shi et al.•Educational Gerontology•2023

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    Julie Salazar, Isabella T Seccia et al.•Journal of Latinos and Education•2025

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    Open Access•Hannah R Marston, J Van Hoof•International Journal of…•2019

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

    Open Access•Hannah R Marston, Linda Shore et al.•International Journal of…•2020

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    Ian Bogost•Persuasive Games•2007

  • Being (Grand) Players

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

  • I Wish We Could Get Together

    Hilary Davis, Frank Vetere et al.•Journal of Intergenerational…•2008

  • Computer and Video Games in Family Life

    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
Citas por año1,14
Intervalo de citas2019 - 2025 (7)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 8
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