Older adults and video gaming for leisure: Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE).
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 towa...
| Publicado en: | Gerontechnology Vol. 19; no. 2; pp. 138 - 147 |
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| Autores principales: | , , , , |
| Formato: | review tables/charts Journal Article |
| Publicado: |
International Society for Gerontechnology
2020
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=144595825&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 144595825 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15691101 904R jtl: Gerontechnology issn: 15691101 maglogo: N pubinfo: dt: 2020 vid: 19 iid: 2 pid: 54298 pub: International Society for Gerontechnology artinfo: ui: 144595825 144595825 144595825 10.4017/gt.2020.19.2.006.00 144595825 ppf: 138 ppct: 9 formats: tig: atl: Older adults and video gaming for leisure: Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE). aug: au: Boot, Walter R. Andringa, Ronald Harrell, Erin R. Dieciuc, Michael A. Roque, Nelson A. affil: Department of Psychology, Florida State University, Tallahassee, Florida, USA sug: subj: Video Games In Old Age Leisure Activities In Old Age Aged Systems Design Attitude to Computers Aged: 65+ years ab: 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 pubtype: Academic Journal doctype: review tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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