Digital Games as a Source of Enjoyment in Later Life
Bibliographic Data
| ID | 3028703 |
|---|---|
| Authors | Bob De Schutter (0000-0003-3401-5174, Miami University, corresponding author), Julie A Brown (0000-0002-6463-2360, Ohio University) |
| Year | 2016 |
| Volume | 11 |
| Issue | 1-2 |
| Pages | 28-52 |
| Publication date | 2016-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412015594273 |
| OpenAlex | W2338998006 |
| Language | EN |
| Citations received | 15 |
| References cited | 42 |
As playing digital games has become a popular pastime among older adults, the study of the older audience of digital games would do well to exchange exploratory research for more specialist and focused areas. This article follows this reasoning and focuses on game enjoyment in later life. This topic is explored through two qualitative studies with actively playing older adults. The first study ( n = 35, aged between 49 and 73) took place in Flanders (the Dutch-speaking part of Belgium), while the second study ( n = 40, aged between 44 and 77) was held in the U.S.A. (Virginia and Kentucky). Using the principles of Grounded Theory, three interpretations of game enjoyment in later life were identified, namely, telic, hedonic, and eudaimonic enjoyment. The article offers a number of design recommendations based on its findings and discusses how the interpretations are influenced by context and player gender, and are subject to change throughout the life span of an aging player
Context (archaeology · Epistemology · Eudaimonia · Exploratory research · Grounded theory · Qualitative research · Social science · Sociology · Subject (documents · Aging and Gerontology Research · Computer Science · Impact of Technology on Adolescents · Psychology · Social Psychology · Technology Use by Older Adults
Domain-specific Internet use and social participation in older adults
Exploring Saudi Gamers’ Perspectives on Historical Characters in Digital Games
Explaining the formation of eudaimonic gaming experiences
Fostering intergenerational communication through games
From stress to emotional well-being
Toward a game literacy program for adults in their 50s and older
Games for health & mHealth apps for police & blue light personnel
Assassins, Gods, and Androids
Videogame play and events are related to unhealthy emotion regulation in the form of low fading affect bias in autobiographical memory
Trouble in virtual heaven
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
Professional Gaming and Pro-Gamers
Digital Games as a Source of Enjoyment in Later Life
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Appreciation of Entertainment
Video game training enhances cognitive control in older adults
Qualitative evaluation and research methods
The Legacy of the Technology Acceptance Model and a Proposal for a Paradigm Shift.
GameFlow
The Motivational Pull of Video Games
Maslow reconsidered
Living well
Snowball Sampling
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
The Discovery of Grounded Theory
Media Enjoyment as Need Satisfaction
Entertainment as Pleasurable and Meaningful
Defining Media Enjoyment as the Satisfaction of Intrinsic Needs
Entertainment 2.0? The Role of Intrinsic and Extrinsic Need Satisfaction for the Enjoyment of Facebook Use
Video Games and the Elderly
Playing The Sims2
Gaming at a LAN event
The domestication of digital games in the lives of older adults
Enjoyment
Flow and Media Enjoyment
Grounded theory research
Digital Games as a Source of Enjoyment in Later Life
Never Too Old to Play
The Truth About Baby Boomer Gamers
| Unique citing works | 15 |
|---|---|
| Citations per year | 1.5 |
| Citation span | 2016 - 2026 (11) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 15 |