Skip to main content

The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-Based Games

  • Conference paper
  • First Online:
Serious Games, Interaction and Simulation (SGAMES 2016)

Abstract

The paper aims to investigate the correlation between the challenges associated with older people, their existing engagement with digital gaming, the andragogical perspectives and existing game design attributes. A pilot study was performed with 14 participants aged 55 and above. Data was collected from their interactions with and experiences of digital gaming. Questionnaires and group discussions were performed to collect feedback and perspectives on the experience. Preliminary results demonstrated that older people’s initial perspectives and perceptions towards digital gaming and gameplay were influenced by perceived or assumed difficulties, relevance and benefits. Furthermore, the participants’ perspectives and attitudes changed once they have broken the confidence barrier associated to engaging with new technologies and experienced the enjoyment from the social aspects of the engagement. They have also demonstrated renewed interest in digital games, and understanding of the potential of using digital games for achieving serious purposes, such as promoting a healthy lifestyle.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 60.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Weisman, S.: Computer games for the frail elderly. Gerontologist 23(4), 361–363 (1983)

    Article  Google Scholar 

  2. Whitcomb, G.R.: Computer games for the elderly. ACM SIGGAS Comput. Soc. 20(3), 112–115 (1990). Rosenberg, R.S. (ed.). ACM, New York

    Article  Google Scholar 

  3. Ijsselsteijn, W., Nap, H.H., de Kort, Y., Poels, K.: Digital game design for elderly users. In: Proceedings of the 2007 Conference on Future Play, pp. 17–22. ACM (2007)

    Google Scholar 

  4. Flores, E., Tobon, G., Cavallaro, E., Cavallaro, F.I., Perry, J.C., Keller, T.: Improving patient motivation in game development for motor deficit rehabilitation. In: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, pp. 381–384. ACM (2008)

    Google Scholar 

  5. Gamberini, L., Raya, M.A., Barresi, G., Fabregat, M., Ibanez, F., Prontu, L.: Cognition, technology and games for the elderly: an introduction to ELDERGAMES project. Psychnology J. 4(3), 285–308 (2006)

    Google Scholar 

  6. Gerling, K.M., Masuch, M.: When gaming is not suitable for everyone: playtesting wii games with frail elderly. In: 1st Workshop on Game Accessibility: Xtreme Interaction Design (GAXID 2011) (2011)

    Google Scholar 

  7. Gerling, K.M., Schild, J., Masuch, M.: Exergame design for elderly users: the case study of SilverBalance. In: Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, pp. 66–69. ACM, November 2010

    Google Scholar 

  8. The Entertainment Software Association (ESA), Essential Facts about the Computer and Video Game Industry (2011). http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf

  9. Pearce, C.: The truth about baby boomer gamers a study of over-forty computer game players. Games Cult. 3(2), 142–174 (2008)

    Article  Google Scholar 

  10. Nap, H.H., Kort, Y.D., IJsselsteijn, W.A.: Senior gamers: preferences, motivations and needs. Gerontechnology 8(4), 247–262 (2009)

    Article  Google Scholar 

  11. Nacke, L.E., Nacke, A., Lindley, C.A.: Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience. CyberPsychol. Behav. 12(5), 493–499 (2009)

    Article  Google Scholar 

  12. De Schutter, B., Vanden Abeele, V.: Meaningful play in elderly life. In: Proceedings of ICA (2008)

    Google Scholar 

  13. Gerling, K.M., Schulte, F.P., Smeddinck, J., Masuch, M.: Game design for older adults: effects of age-related changes on structural elements of digital games. In: Herrlich, M., Malaka, R., Masuch, M. (eds.) ICEC 2012. LNCS, vol. 7522, pp. 235–242. Springer, Heidelberg (2012). doi:10.1007/978-3-642-33542-6_20

    Chapter  Google Scholar 

  14. Romero, N., Sturm, J., Bekker, T., De Valk, L., Kruitwagen, S.: Playful persuasion to support older adults’ social and physical activities. Interact. Comput. 22(6), 485–495 (2010)

    Article  Google Scholar 

  15. Knowles, M.S.: Associates: Andragogy in Action. Applying Modern Principles of Adult Education. Jossey Bass, San Francisco (1984)

    Google Scholar 

  16. Tanaka, K., Parker, J.R., Baradoy, G., Sheehan, D., Holash, J.R., Katz, L.: A comparison of exergaming interfaces for use in rehabilitation programs and research. J. Can. Game Stud. Assoc. 6(9), 69–81 (2012)

    Google Scholar 

  17. Khoo, E.T., Lee, S.P., Cheok, A.D., Kodagoda, S., Zhou, Y., Toh, G.S.: Age invaders: social and physical inter-generational family entertainment. In: CHI 2006 Extended Abstracts on Human Factors in Computing Systems, pp. 243–246. ACM (2006)

    Google Scholar 

  18. Keyani, P., Hsieh, G., Mutlu, B., Easterday, M., Forlizzi, J.: DanceAlong: supporting positive social exchange and exercise for the elderly through dance. In: CHI 2005 Extended Abstracts on Human Factors in Computing Systems, pp. 1541–1544. ACM (2005)

    Google Scholar 

Download references

Acknowledgments

This research is funded by Universiti Malaysia Sarawak (UNIMAS) and the Ministry of Education Malaysia. Thanks to all participants for taking part in the study.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Suriati Khartini Jali .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Jali, S.K., Arnab, S. (2017). The Perspectives of Older People on Digital Gaming: Interactions with Console and Tablet-Based Games. In: Vaz de Carvalho, C., Escudeiro, P., Coelho, A. (eds) Serious Games, Interaction and Simulation. SGAMES 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 176. Springer, Cham. https://doi.org/10.1007/978-3-319-51055-2_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-51055-2_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-51054-5

  • Online ISBN: 978-3-319-51055-2

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics