TY - JOUR
T1 - Older adults and video gaming for leisure
T2 - Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE)
AU - Boot, Walter R.
AU - Andringa, Ronald
AU - Harrell, Erin R.
AU - Dieciuc, Michael A.
AU - Roque, Nelson A.
N1 - Funding Information:
We gratefully acknowledge support from the National Institute on Aging, Project CREATE IV – Center for Research and Education on Aging and Technology Enhancement (www.create-center.org, NIA P01 AG017211). Nelson A. Roque was supported by National Institute on Aging Grant T32 AG049676 to The Pennsylvania State University.
Publisher Copyright:
© 2020 International Society for Gerontechnology.
PY - 2020/6/1
Y1 - 2020/6/1
N2 - W. R. Boot, R. Andringa, E. R. Harrell, M. A. Dieciuc, N. A. Roque. Older adults and video gaming for leisure: Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE). Gerontechnology 2020;19(2):138-146; https:// doi.org/10.4017/gt.2020.19.2.006.00 Background Video games are often designed by younger adults for younger adults. When older adults are considered targets of game design, the focus is often not on leisure, but rehabilitation (e.g., cognitive training, stroke recovery, physical therapy). Commercial video games, if they are aimed toward older adult consumers at all, are typically marketed based on older adults' concerns about cognitive decline. Although there have been extensive investigations into the potential of video games to improve cognition and health, a comparatively smaller number of studies have been devoted to the development and design of games for older adults primarily for fun and recreation. In the Center for Research and Education on Aging and Technology Enhancement (CREATE), we believe this is an important oversight. Methods This paper first provides a review of the demographics of aging gamers, what has been learned about older gamers in terms of preferences and barriers to adoption and then reviews research published over the past decade conducted by CREATE researchers on video gaming, and what has been learned relevant to the design of games for leisure for older adults. Results Research has found consistent preferences among older adults regarding preferred video games and game features, but also striking individual differences. Just as not all younger adults prefer the same types of games, older adults are not a homogenous group in terms of preferences. Data suggest that contrary to stereotypes, given the opportunity (access) and support (design, training), many older adults can become active gamers and reap the benefits of gaming for leisure. Conclusions Video games can support the leisure activities of individuals of all ages. However, to achieve success, game designers must conform to principles of good design for older adults and engage them directly in the design process.
AB - W. R. Boot, R. Andringa, E. R. Harrell, M. A. Dieciuc, N. A. Roque. Older adults and video gaming for leisure: Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE). Gerontechnology 2020;19(2):138-146; https:// doi.org/10.4017/gt.2020.19.2.006.00 Background Video games are often designed by younger adults for younger adults. When older adults are considered targets of game design, the focus is often not on leisure, but rehabilitation (e.g., cognitive training, stroke recovery, physical therapy). Commercial video games, if they are aimed toward older adult consumers at all, are typically marketed based on older adults' concerns about cognitive decline. Although there have been extensive investigations into the potential of video games to improve cognition and health, a comparatively smaller number of studies have been devoted to the development and design of games for older adults primarily for fun and recreation. In the Center for Research and Education on Aging and Technology Enhancement (CREATE), we believe this is an important oversight. Methods This paper first provides a review of the demographics of aging gamers, what has been learned about older gamers in terms of preferences and barriers to adoption and then reviews research published over the past decade conducted by CREATE researchers on video gaming, and what has been learned relevant to the design of games for leisure for older adults. Results Research has found consistent preferences among older adults regarding preferred video games and game features, but also striking individual differences. Just as not all younger adults prefer the same types of games, older adults are not a homogenous group in terms of preferences. Data suggest that contrary to stereotypes, given the opportunity (access) and support (design, training), many older adults can become active gamers and reap the benefits of gaming for leisure. Conclusions Video games can support the leisure activities of individuals of all ages. However, to achieve success, game designers must conform to principles of good design for older adults and engage them directly in the design process.
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U2 - 10.4017/gt.2020.19.2.006.00
DO - 10.4017/gt.2020.19.2.006.00
M3 - Article
AN - SCOPUS:85089007586
SN - 1569-1101
VL - 19
SP - 138
EP - 146
JO - Gerontechnology
JF - Gerontechnology
IS - 2
ER -