Never Too Old to Play: The Appeal of Digital Games to an Older Audience

  title={Never Too Old to Play: The Appeal of Digital Games to an Older Audience},
  author={Bob De Schutter},
  journal={Games and Culture},
  pages={155 - 170}
This study aimed to explore the use of digital games among older adults and provide a set of ‘‘benchmark data’’ with respect to the uses and gratifications of these players. To find out who these older players of digital games are, what games they prefer, and what playing motives they have, an exploratory survey was administered among 124 individuals aged between 45 and 85 years old. The results of this survey confirm that the majority of the older digital game audience exists of solitary… 

Tables from this paper

For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults

Observations from more than 100 h of conversations with individuals in the age range 65–90 are reported, in a study entitled “Finding better games for older adults” (June 2017–December 2019), to engage older adults in discussions about digital serious games.

Designing an Online Escape Game for Older Adults: The Implications of Playability Testing Sessions with a Variety of Dutch Players

The evaluation of an online escape game designed using a User-Centred Design (UCD) process for older adult players aged 65 and older revealed that the game controller was a source of frustration and that the goals of several of the game tasks were not clear for the players.

Using Notions of “Play” Over the Life Course to Inform Game Design for Older Populations

Play is a lifelong construct that is individually defined and is influenced by multiple variables that affect how play is interpreted and experienced in old age. This chapter highlights the

Digital Gaming by Older Adults: Can It Enhance Social Connectedness?

It is suggested that promotion and education would be helpful to encourage and support older adults to play digital games with others to gain the social benefits.

Digital Games and Older People from a Theoretical and Conceptual Perspective: A Critical Literature Review

Prompted by the authors’ reflection of their own Human-Computer Interaction research on games and older people, and analysis of previous and related works, this chapter presents a critical literature

A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study (Preprint)

BACKGROUND Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older

Understanding Motivations and Player Experiences of Older Adults in Virtual Reality Training.

It is shown that games with different game mechanics can induce high intrinsic motivation, and these game mechanics should be incorporated to optimize a positive user experience and increase intrinsic motivation when designing or selecting virtual reality (VR) training interventions.

What role can videogames play in the COVID-19 pandemic?

Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and

Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study

Background Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive

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

The Entertainment Software Association (ESA) note in their 2019 analysis that 65% of American adults play videogames, with smartphones (60%) being their most preferred device, followed by PCs (52%) and specific game consoles (49%).