Skip to main content

2019 | OriginalPaper | Buchkapitel

Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena

verfasst von : Liliana Vale Costa, Ana Isabel Veloso, Eugène Loos

Erschienen in: Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Digital games are frequently described as media that can be crucial in strengthening relationships, enhancing cognitive skills and providing social support. Although considerable empirical research on the use of digital games in youth and stereotypes on gender or ethnicity has been widely covered, there have been few studies on age stereotyping in the game context. In addition, this type of stereotype – game-ageism is likely to negatively affect age identity and intergroup communication amongst players, which could hinder to bridge the gap between different generations. Drawn on a literature review, this position paper introduces the concept of game-ageism as an age stereotype that is still set in our game culture. It also seeks to remedy this problem by suggesting an opposite ideological movement – age-gameism that refers to widening the audience of the game industry to all ages. In general, this paper offers a contribution in the field of media and society by highlighting the need for developing games for all ages, encouraging a positive age identity, enhancing intergroup communication and a heterogeneous game culture.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

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!

Literatur
1.
Zurück zum Zitat Toffler, A.: The Third Wave. Bantam Books, New York (1984) Toffler, A.: The Third Wave. Bantam Books, New York (1984)
2.
Zurück zum Zitat Castells, M.: The Internet Galaxy: Reflections on the Internet, Business, and Society. Oxford University Press, Oxford (2004) Castells, M.: The Internet Galaxy: Reflections on the Internet, Business, and Society. Oxford University Press, Oxford (2004)
10.
Zurück zum Zitat Loos, E.: Designing meaningful intergenerational digital games. In: International Conference on Communication, Media, Technology and Design, pp. 46–51 (2014) Loos, E.: Designing meaningful intergenerational digital games. In: International Conference on Communication, Media, Technology and Design, pp. 46–51 (2014)
15.
Zurück zum Zitat Jenkins, H.: Convergence Culture: Where Old and New Media Collide. NYU Press, New York (2006) Jenkins, H.: Convergence Culture: Where Old and New Media Collide. NYU Press, New York (2006)
16.
Zurück zum Zitat Harwood: Understanding Communication and Aging: Developing Knowledge and Awareness. SAGE Publications, University of Arizon, USA (2007) Harwood: Understanding Communication and Aging: Developing Knowledge and Awareness. SAGE Publications, University of Arizon, USA (2007)
17.
Zurück zum Zitat Crawford, C.: Chris Crawford on Game Design. New Riders Publishers, Indianapolis (2003) Crawford, C.: Chris Crawford on Game Design. New Riders Publishers, Indianapolis (2003)
18.
Zurück zum Zitat Ermi, L., Mäyrä, F.: Fundamental components of the gameplay experience: analysing immersion. In: DIGRA 2005 – Proceedings of the 2005 DIGRA International Conference: Changing Views, Worlds in Play, vol. 3, pp. 15–27 (2005) Ermi, L., Mäyrä, F.: Fundamental components of the gameplay experience: analysing immersion. In: DIGRA 2005 – Proceedings of the 2005 DIGRA International Conference: Changing Views, Worlds in Play, vol. 3, pp. 15–27 (2005)
19.
Zurück zum Zitat Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. Routledge & Kegan Paul Limited, London (1949) Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. Routledge & Kegan Paul Limited, London (1949)
20.
Zurück zum Zitat Juul, J.: A Casual Revolution: Reinventing Video Games and Their Players. The MIT Press, Cambridge (2012) Juul, J.: A Casual Revolution: Reinventing Video Games and Their Players. The MIT Press, Cambridge (2012)
21.
Zurück zum Zitat Butler, R.: Ageism: looking back over my shoulder. Generations 29, 84–86 (2005) Butler, R.: Ageism: looking back over my shoulder. Generations 29, 84–86 (2005)
22.
Zurück zum Zitat Pires, A.: Efeitos dos videojogos nas funções cognitivas da pessoa idosa [Master’s Thesis], Faculdade de Medicina da Universidade do Porto (2011) Pires, A.: Efeitos dos videojogos nas funções cognitivas da pessoa idosa [Master’s Thesis], Faculdade de Medicina da Universidade do Porto (2011)
24.
Zurück zum Zitat Csikzentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial Modern Classics, New York (2008) Csikzentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial Modern Classics, New York (2008)
25.
Zurück zum Zitat Gamberini, L., Barresi, G., Majer, A., Scarpetta, F.: A game a day keeps the doctor away: a short review of computer games in mental healthcare. J. CyberTherapy Rehabil. 1, 127–145 (2008) Gamberini, L., Barresi, G., Majer, A., Scarpetta, F.: A game a day keeps the doctor away: a short review of computer games in mental healthcare. J. CyberTherapy Rehabil. 1, 127–145 (2008)
29.
Zurück zum Zitat Leinonen, M., Koivisto, A., Sirkka, A., Kristian, K.: Designing games for well-being; exergames for elderly people. In: European Conference on Games Based Learning (ECGBL 2012), pp. 635–639. Academic Publishing International Limited, Reading (2012) Leinonen, M., Koivisto, A., Sirkka, A., Kristian, K.: Designing games for well-being; exergames for elderly people. In: European Conference on Games Based Learning (ECGBL 2012), pp. 635–639. Academic Publishing International Limited, Reading (2012)
35.
Zurück zum Zitat Fisk, A., Czaja, S., Rogers, W., Charness, N., Czaja, S., Sharit, J.: Designing for Older Adults: Principles and Creative Human Factors Approaches. CRC Press, Boca Raton (2009) Fisk, A., Czaja, S., Rogers, W., Charness, N., Czaja, S., Sharit, J.: Designing for Older Adults: Principles and Creative Human Factors Approaches. CRC Press, Boca Raton (2009)
37.
Zurück zum Zitat Damásio, A.: Looking for Spinoza: Joy, Sorrow and the Feeling Brain. Houghton Mifflin Harcourt Publishing Company, New York (2003) Damásio, A.: Looking for Spinoza: Joy, Sorrow and the Feeling Brain. Houghton Mifflin Harcourt Publishing Company, New York (2003)
39.
Zurück zum Zitat Adolphs, R.: Social cognition and the human brain. Trend Cogn. Sci. 3, 469–479 (1999)CrossRef Adolphs, R.: Social cognition and the human brain. Trend Cogn. Sci. 3, 469–479 (1999)CrossRef
41.
Zurück zum Zitat Gajadhar, B., Nap, H., De Kort, Y., Ijsselsteijn, W.: Out of sight, out of mind: co-player effects on seniors’ player experience. In: Proceeding Fun and Games 2010 Proceedings of the 3rd International Conference on Fun and Games, pp. 74–83. ACM, New York (2010). https://doi.org/10.1145/1823818.1823826 Gajadhar, B., Nap, H., De Kort, Y., Ijsselsteijn, W.: Out of sight, out of mind: co-player effects on seniors’ player experience. In: Proceeding Fun and Games 2010 Proceedings of the 3rd International Conference on Fun and Games, pp. 74–83. ACM, New York (2010). https://​doi.​org/​10.​1145/​1823818.​1823826
42.
Zurück zum Zitat Tajfel, H., Turner, J., Austin, W., Worchel, S.: An integrative theory of intergroup conflict. In: Hatch, M., Schultz, M. (eds.) Organizational Identity: A Reader, pp. 56–65. Oxford University Press, New York (2004) Tajfel, H., Turner, J., Austin, W., Worchel, S.: An integrative theory of intergroup conflict. In: Hatch, M., Schultz, M. (eds.) Organizational Identity: A Reader, pp. 56–65. Oxford University Press, New York (2004)
43.
Zurück zum Zitat United Nations Economic and Social Council: Abuse of older persons: recognizing and responding to abuse of older persons in a global context. World Assembly on Ageing, New York (2002) United Nations Economic and Social Council: Abuse of older persons: recognizing and responding to abuse of older persons in a global context. World Assembly on Ageing, New York (2002)
44.
Zurück zum Zitat Australian Human Rights Commission: Age Discrimination – exposing the hidden barrier for mature age workers. Australian Human Rights Commission, Sydney (2010) Australian Human Rights Commission: Age Discrimination – exposing the hidden barrier for mature age workers. Australian Human Rights Commission, Sydney (2010)
45.
Zurück zum Zitat Nelson, T.: Ageism: Stereotyping and Prejudice Against Older Persons. MIT Press, Cambridge (2004) Nelson, T.: Ageism: Stereotyping and Prejudice Against Older Persons. MIT Press, Cambridge (2004)
46.
Zurück zum Zitat Butler, R.: Age-ism: another form of bigotry. Gerontologist 9, 243–246 (1969)CrossRef Butler, R.: Age-ism: another form of bigotry. Gerontologist 9, 243–246 (1969)CrossRef
48.
Zurück zum Zitat Perlmutter, M., Hall, E.: Adult Development and Aging. Wiley, New York (1992) Perlmutter, M., Hall, E.: Adult Development and Aging. Wiley, New York (1992)
52.
Zurück zum Zitat Palmore, E.: Ageism: Negative and Positive. Springer, New York (1999) Palmore, E.: Ageism: Negative and Positive. Springer, New York (1999)
53.
Zurück zum Zitat Sheets, D.: Aging with disabilities: ageism and more. Generations 29, 37–41 (2005) Sheets, D.: Aging with disabilities: ageism and more. Generations 29, 37–41 (2005)
54.
Zurück zum Zitat Staudinger, U.: Older and wiser? Integrating results on the relationship between age and wisdom-related performance. Int. J. Behav. Dev. 23, 641–664 (1999)CrossRef Staudinger, U.: Older and wiser? Integrating results on the relationship between age and wisdom-related performance. Int. J. Behav. Dev. 23, 641–664 (1999)CrossRef
58.
Zurück zum Zitat Sidorenko, A., Walker, A.: The Madrid International Plan of Action on Ageing: from conception to implementation. Ageing Soc. 24, 147–165 (2004)CrossRef Sidorenko, A., Walker, A.: The Madrid International Plan of Action on Ageing: from conception to implementation. Ageing Soc. 24, 147–165 (2004)CrossRef
61.
Zurück zum Zitat Postman, N.: Technopoly: The Surrender of Culture to Technology. Random House Digital, Inc., New York (1992) Postman, N.: Technopoly: The Surrender of Culture to Technology. Random House Digital, Inc., New York (1992)
62.
Zurück zum Zitat Caillois, R.: Man, Play and Games. University of Illinois Press, Chicago (1992) Caillois, R.: Man, Play and Games. University of Illinois Press, Chicago (1992)
63.
Zurück zum Zitat Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2003) Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2003)
64.
Zurück zum Zitat Wheeler, S.: Connected Minds, Emerging Cultures: Cybercultures in Online Learning. Information Age Publishing, Inc., Charlotte (2009) Wheeler, S.: Connected Minds, Emerging Cultures: Cybercultures in Online Learning. Information Age Publishing, Inc., Charlotte (2009)
65.
Zurück zum Zitat Costa, L.: Networked video games for older adults [Master’s thesis], Universidade de Aveiro (2013) Costa, L.: Networked video games for older adults [Master’s thesis], Universidade de Aveiro (2013)
66.
Zurück zum Zitat Loos, E., Kubiński, P., Romero, M.: The representation of older people playing a digital game in the short film ‘Pony Place’: a semiotic and narratological analysis. J. Comp. Res. Anthropol. Sociol. 8, 43–62 (2017) Loos, E., Kubiński, P., Romero, M.: The representation of older people playing a digital game in the short film ‘Pony Place’: a semiotic and narratological analysis. J. Comp. Res. Anthropol. Sociol. 8, 43–62 (2017)
Metadaten
Titel
Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena
verfasst von
Liliana Vale Costa
Ana Isabel Veloso
Eugène Loos
Copyright-Jahr
2019
DOI
https://doi.org/10.1007/978-3-030-22015-0_19

Neuer Inhalt