Sayago, Sergio
Rosales Climent, Andrea
Righi, Valeria
Ferreira, Susan M.
Coleman, Graeme W.
Blat, Josep
Universitat de Lleida
Universitat Pompeu Fabra
University of Dundee
Universitat Oberta de Catalunya (UOC)
2019-04-04T16:56:48Z
2019-04-04T16:56:48Z
2015-07-30
While older people tend to be regarded as actual, or potential, players of digital games within literature on game studies, human-computer interaction, and gerontechnology, they are also often considered nonavid users of digital technologies. This contradiction prompted us to conduct a literature review, which revealed (a) insufficient involvement of older people within the design of games targeted toward this group and (b) insufficient understanding of their everyday digital gameplay. In this article, we present the conceptualization, design, and evaluation of digital games that active older people found to be sufficiently appealing, playable, and meaningful. A 6-month ethnography of the play experiences of 170 older people helped us to conceptualize these games, which were codesigned through playful everyday activities. To facilitate the development of these games, we designed and evaluated an online game creation platform, which enabled 99 older people with different cultural backgrounds to create, play, and contribute to games.
English
older people; digital games; ethnography; participatory action research; evaluation; personas mayores; juegos digitales; etnografía; investigación acción participativa; evaluación; gent gran; jocs digitals; etnografia; investigació acció participativa; avaluació; Electronic games; Jocs electrònics; Juegos electrónicos
Games and Culture
Games and Culture, 2016, 10(4)
https://journals.sagepub.com/doi/10.1177/1555412015597108
Articles [216]