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...

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Publicado en:Gerontechnology Vol. 19; no. 2; pp. 138 - 147
Autores principales: Boot, Walter R., Andringa, Ronald, Harrell, Erin R., Dieciuc, Michael A., Roque, Nelson A.
Formato: review tables/charts Journal Article
Publicado: International Society for Gerontechnology 2020
Acceso en línea:Ver este registro en EBSCOhost
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        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
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