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Older adults and video gaming for leisure

Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE)

Dados Bibliográficos

ID23213558
AutoresWalter R Boot (0000-0003-1047-5467, Florida State University), Ronald Andringa (Florida State University), E R Harrell, Emily Harrell (Florida State University), M A Dieciuc, Michael Dieciuc (Florida State University), Nelson Roque (0000-0003-1184-202X, Pennsylvania State University), N A Roque
Ano2020
Volume19
Fascículo2
Páginas138-146
Data de publicação2020-07-15
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoGerontechnology (JOURNAL)
Identificadores do periódicoISSN: 1569-1101 • E-ISSN: 1569-111X
EditoraInternational Society for Gerontechnology (ISG) (PUBLISHER)
DOI10.4017/gt.2020.19.2.006.00
OpenAlexW3039620469
IdiomaEN
Citações recebidas5
Referências citadas6

Background Video games are often designed by younger adults for younger adults. When older adults are considered targets of game design, the focus is often not on leisure, but rehabilitation (e.g., cognitive training, stroke recovery, physical therapy). Commercial video games, if they are aimed toward older adult consumers at all, are typically marketed based on older adults' concerns about cognitive decline. Although there have been extensive investigations into the potential of video games to improve cognition and health, a comparatively smaller number of studies have been devoted to the development and design of games for older adults primarily for fun and recreation. In the Center for Research and Education on Aging and Technology Enhancement (CREATE), we believe this is an important oversight. Methods This paper first provides a review of the demographics of aging gamers, what has been learned about older gamers in terms of preferences and barriers to adoption and then reviews research published over the past decade conducted by CREATE researchers on video gaming, and what has been learned relevant to the design of games for leisure for older adults. Results Research has found consistent preferences among older adults regarding preferred video games and game features, but also striking individual differences. Just as not all younger adults prefer the same types of games, older adults are not a homogenous group in terms of preferences. Data suggest that contrary to stereotypes, given the opportunity (access) and support (design, training), many older adults can become active gamers and reap the benefits of gaming for leisure. Conclusions Video games can support the leisure activities of individuals of all ages. However, to achieve success, game designers must conform to principles of good design for older adults and engage them directly in the design process.

Aging in place · Center (category theory) · Medical education · Multimedia · Applied Psychology · Computer Science · Cultural Industries and Urban Development · Medicine · Psychology · Technology Use by Older Adults · Gerontology

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Obras citantes distintas5
Citações por ano1,25
Intervalo de citações2022 - 2025 (4)
Velocidade de citaçãorecent
Altamente citadoNão
Tipos de citaçãoNeutras: 5
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