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Old people, video games and french press

A topic model approach on a study about discipline, entertainment and self-improvement

Bibliographic Data

ID2653839
AuthorsGabrielle Lavenir (Concordia University), Nicolas Bourgeois (0000-0001-5404-1260, Université Paris 1 Panthéon-Sorbonne)
Year2017
Volume33
Issue63
Publication date2017-11-02
Open AccessYes
TypeARTICLE
VenueMedieKultur Journal of media and communication research (JOURNAL)
Journal identifiersISSN: 0900-9671 • E-ISSN: 1901-9726
PublisherDet Kgl. Bibliotek/Royal Danish Library (PUBLISHER)
DOI10.7146/mediekultur.v33i63.24749
OpenAlexW2625979082
LanguageEN
Citations received1
References cited11

Over the past few years, the French mainstream press has paid more and more attention to 'silver gamers', adults over sixty who play video games. This article investigates the discursive and normative paradigms that underlie the unexpected enthusiasm of the French mainstream press for older adults who play video games. We use mixed methods on a corpus of French, Swiss and Belgian articles that mention both older people and video games. First, we produce topics, that is, sets of words related by their meanings and identified with a Bayesian statistical algorithm. Second, we cross the topic model results with a discursive analysis of selected articles. We preface the topic modeling's conclusions with a discussion of the representations of older people and video games in European French-language mainstream media. Our analysis explores how the press coverage of older people who play video games simultaneously erases moral panic about video games and reinforces the discourse of 'successful ageing

Art · Criminology · Entertainment · Enthusiasm · Epistemology · Mainstream · Media studies · Moral panic · Multimedia · Normative · Political science · Sociology · Video game · Visual arts · Aging, Elder Care, and Social Issues · Computer Science · Psychology · Social Psychology

  • Jouer aux jeux vidéo après soixante ans

    Open Access•Gabrielle Lavenir•RESET•2023

  • Aging without agency

    Chris Gilleard, Paul Higgs•Aging & Mental Health•2010

  • Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries

    C Arnold Anderson, Akiko Shibuya et al.•Psychological Bulletin•2010

  • Biopower Today

    Open Access•Paul Rabinow, Nikolas Rose•BioSocieties•2006

  • Ageing abjection and embodiment in the fourth age

    Open Access•Chris Gilleard, Paul Higgs•Journal of Aging Studies•2010

  • Women are just more active’ – gender as a determining factor in involvement in senior centres

    Open Access•Jaroslava Hasmanová Marhánková•Ageing and Society•2014

  • Dangerous Media? Panic Discourses and Dilemmas of Modernity

    K Drotner•Paedagogica Historica•1999

  • Les passions culturelles, entre engagement total et jardin secret

    Olivier Donnat•Réseaux•2009

  • Play and Productivity

    Open Access•Sara Mosberg Iversen•Games and Culture•2016

  • The Gray Haired Gaming Generation

    Open Access•Thorsten Quandt, Helmut Grueninger et al.•Games and Culture•2009

Citations per year0.33
Citation span2023 - 2023 (1)
Highly citedNo

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Open DOIOpen Access
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