skip to main content
10.1145/2212776.2223798acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
extended-abstract

Intergenerational gameplay: evaluating social interaction between younger and older players

Authors Info & Claims
Published:05 May 2012Publication History

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.

References

  1. 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 ScholarGoogle Scholar
  2. 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 ScholarGoogle ScholarCross RefCross Ref
  3. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  4. 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 ScholarGoogle Scholar
  5. Khoo, E. T., Merritt, T., and Cheok, A. D. Designing physical and social intergenerational family entertainment. Interacting with Computers, 21 (2009) 76--87. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Krueger, M. W. Gionfriddo, T., Hinrichsen, K. VIDEOPLACE - An artificial reality. In Proc. SIGCHI 1985 (1985) 35--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Lloyd, J. The state of intergenerational relations today. ILC-UK (2008).Google ScholarGoogle Scholar
  8. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  9. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  10. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  11. Voida, A., Greenberg, S. Console gaming across generations: Exploring intergenerational interactions in collocated console gaming. Univ. Access. Info. Society (2011). Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Intergenerational gameplay: evaluating social interaction between younger and older players

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader