Skip to main content
Top
Published in: The Computer Games Journal 2/2020

05-03-2020 | Editorial

Defeating the Boss Level … Exploring Inter-and-Multigenerational Gaming Experiences

Authors: Hannah R. Marston, Ahmad Azadvar

Published in: The Computer Games Journal | Issue 2/2020

Log in

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Excerpt

Video games straddle both the twentieth and twenty-first centuries, the former been the place holder in the history of this entertainment medium. During the last couple of decades of the twentieth century, videogames emerged as a medium which is accessible to all citizens and spheres in society. Recent statistics published by the AARP organisation in the USA report that older adults (50+ years) play videogames on a daily basis, with older women in particular engaging with this medium. In contemporary society, according to the AARP’s report, older gamers do not seek information or assistance from their children or grandchildren, but instead look to learn about new games via multiple channels, social media platforms and from various smartphone apps (Kakulla 2019). …

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
go back to reference Brown, J. A. (2012). Let’s play: Understanding the role and meaning of digital games in the lives of older adults. In Proceedings of the international conference on the foundations of digital games (FDG’12). Association for Computing Machinery, New York, NY, USA, pp. 273–275. https://doi.org/10.1145/2282338.2282396. Brown, J. A. (2012). Let’s play: Understanding the role and meaning of digital games in the lives of older adults. In Proceedings of the international conference on the foundations of digital games (FDG’12). Association for Computing Machinery, New York, NY, USA, pp. 273–275. https://​doi.​org/​10.​1145/​2282338.​2282396.
go back to reference Brown, J. A. (2016). Exploring the next generation of older gamers: Middle-aged gamers. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Healthy and active aging. ITAP 2016. Lecture notes in computer science (Vol. 9755). Cham: Springer. Brown, J. A. (2016). Exploring the next generation of older gamers: Middle-aged gamers. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Healthy and active aging. ITAP 2016. Lecture notes in computer science (Vol. 9755). Cham: Springer.
go back to reference Brown, J. A., & Marston, H. R. (2018). Gen X and digital games: Looking back to look forward. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Applications in health, assistance, and entertainment. ITAP 2018. Lecture notes in computer science (Vol. 10927). Cham: Springer. https://doi.org/10.1007/978-3-319-92037-5_34.CrossRef Brown, J. A., & Marston, H. R. (2018). Gen X and digital games: Looking back to look forward. In J. Zhou & G. Salvendy (Eds.), Human aspects of IT for the aged population. Applications in health, assistance, and entertainment. ITAP 2018. Lecture notes in computer science (Vol. 10927). Cham: Springer. https://​doi.​org/​10.​1007/​978-3-319-92037-5_​34.CrossRef
go back to reference De Schutter, B. (2010). Never too old to play: The appeal of digital games to an older audience. Games and Culture: A Journal of Interactive Media,6(2), 155–170.CrossRef De Schutter, B. (2010). Never too old to play: The appeal of digital games to an older audience. Games and Culture: A Journal of Interactive Media,6(2), 155–170.CrossRef
go back to reference Ijsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007). Digital game design for elderly users. In Proceedings of the 2007 conference on future play (Future Play’07). Association for Computing Machinery, New York, NY, USA, pp. 17–22. https://doi.org/10.1145/1328202.1328206. Ijsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007). Digital game design for elderly users. In Proceedings of the 2007 conference on future play (Future Play’07). Association for Computing Machinery, New York, NY, USA, pp. 17–22. https://​doi.​org/​10.​1145/​1328202.​1328206.
go back to reference Marston, H. R., & van Hoof, J. (2019). Who Doesn’t think about technology when designing urban environments for older people? A case study approach to a proposed extension of the WHO’S age-friendly cities model. International Journal of Environmental Research and Public Health,16(19), 3525. https://doi.org/10.3390/ijerph16193525.CrossRef Marston, H. R., & van Hoof, J. (2019). Who Doesn’t think about technology when designing urban environments for older people? A case study approach to a proposed extension of the WHO’S age-friendly cities model. International Journal of Environmental Research and Public Health,16(19), 3525. https://​doi.​org/​10.​3390/​ijerph16193525.CrossRef
go back to reference Nielsen. (2014). Millennials-breaking the myths. Nielsen Company: New York, NY; Dieman, The Netherlands. Nielsen. (2014). Millennials-breaking the myths. Nielsen Company: New York, NY; Dieman, The Netherlands.
go back to reference Vanden Abeele, V., & De Schutter, B. (2010). Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing,14(5), 425–433.CrossRef Vanden Abeele, V., & De Schutter, B. (2010). Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing,14(5), 425–433.CrossRef
Metadata
Title
Defeating the Boss Level … Exploring Inter-and-Multigenerational Gaming Experiences
Authors
Hannah R. Marston
Ahmad Azadvar
Publication date
05-03-2020
Publisher
Springer New York
Published in
The Computer Games Journal / Issue 2/2020
Electronic ISSN: 2052-773X
DOI
https://doi.org/10.1007/s40869-020-00098-1

Other articles of this Issue 2/2020

The Computer Games Journal 2/2020 Go to the issue

Premium Partner