ABSTRACT
In this paper, we compared the digital gameplay of three user groups comprising of younger and older adults. Players were paired together with the game objective of cooperatively nurturing and maintaining a set of virtual garden plants using a novel form of silhouette interaction. Questionnaire and observations revealed marked differences in the communicative behavior of the age groups, with higher verbal communication amongst the older pairs, but lower gameplay competency. Variations were identified in the paired interaction of the younger and older players, highlighting the challenge of designing games to encourage intergenerational bonding.
- Boguslawski, G. Body movement, social interaction and engagement in video game play: It's a different game all together. M.A. thesis, University College London (2007).Google Scholar
- Brussoni, M. J., Boon, S. D. Grandparental impact in young adults' relationship with their closest grandparents: The role of relationship strength and emotional closeness. Aging and Human Development, 46 (1998) 267--286.Google ScholarCross Ref
- Gajadhar, G. J., Nap, H. H., de Kort A. W. Y., Ijsselsteijn, W. A. Out of sight, out of mind: Co-player effects on seniors' player experience. In Proc. Fun and Games 2010 (2010) 74--83. Google ScholarDigital Library
- Graves, D. Supporting learners in a remote computer-supported collaborative learning environment: The importance of task and communication. M.Sc. thesis. University of British Colombia (1998).Google Scholar
- Khoo, E. T., Merritt, T., and Cheok, A. D. Designing physical and social intergenerational family entertainment. Interacting with Computers, 21 (2009) 76--87. Google ScholarDigital Library
- Krueger, M. W. Gionfriddo, T., Hinrichsen, K. VIDEOPLACE - An artificial reality. In Proc. SIGCHI 1985 (1985) 35--40. Google ScholarDigital Library
- Lloyd, J. The state of intergenerational relations today. ILC-UK (2008).Google Scholar
- Miwa, Y., Itai, S., Watanabe, T., Nishi, H. Shadow awareness: Enhancing theater space through the mutual projection of images on a connective slit screen. Leonardo, 44, 4 (2011) 325--333. Google ScholarDigital Library
- Shoemaker, G., Tang, A., Booth, K. S. Shadow reaching: A new perceptive on interaction for large wall displays. In Proc. UIST 2007 (2007) 53--56. Google ScholarDigital Library
- Vanden Abeele. V., De Schutter. B. Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing, 14, 5 (2010) 425--433. Google ScholarDigital Library
- Voida, A., Greenberg, S. Console gaming across generations: Exploring intergenerational interactions in collocated console gaming. Univ. Access. Info. Society (2011). Google ScholarDigital Library
Index Terms
- Intergenerational gameplay: evaluating social interaction between younger and older players
Recommendations
Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication
CSCWThis study explores whether a life metaphoric game can effectively facilitate communication between senior participants and young adult partners during a life review activity. Life review provides older adults with opportunities to organize their past ...
The dynamics of younger and older adult's paired behavior when playing an interactive silhouette game
CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsIn this paper, we report on the findings of an acute trial in which we evaluate the design of a novel gesture-based game. 60 younger and older players, divided into three separate group-types: (i) Young-Young, (ii) Old-Old, and (iii) Young-Old, took ...
Co-creating games through intergenerational design workshops
DIS '12: Proceedings of the Designing Interactive Systems ConferenceIn this paper, we present a co-design study into the development of intergenerational games. Three separate design workshops were conducted with 50 participants aged between 15-21 and 55-74 years old, representing younger and older cohorts respectively. ...
Comments