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Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences

心理学 感知 主题分析 博弈机制 读写能力 游戏开发者 游戏设计 主流 社会心理学 多媒体 定性研究 教育学 社会学 计算机科学 社会科学 政治学 神经科学 法学
作者
Seyeon Lee,Chung‐Kon Shi,Young Yim Doh
出处
期刊:Educational Gerontology [Informa]
卷期号:49 (7): 619-637
标识
DOI:10.1080/03601277.2022.2143756
摘要

There is criticism that discussions surrounding games for older populations are mainly focused on practical approaches to cognitive and physical training. In addition, negative attitudes toward digital games and limited experience contribute to older populations’ isolation from mainstream game culture. This study aims to examine perception changes toward digital games in adults in their 50s and older as they gain actual game experience and an appropriate game literacy program for older populations. We organized eight sessions of gameplay workshops for participants aged 50 years and over (N = 40, age range = 50–85 years) at two senior learning centers located in Seoul and Gyeonggi-do in South Korea. The workshops consisted of lectures for game literacy, co-playing of mobile games, and discussions about game experience. A thematic analysis of participants’ statements and game diaries revealed their perception changes toward games. Participants engaged in a variety of mobile games and felt conflicted between their positive and negative experiences. They reported that their game experience had contributed to identifying the positive values of games, understanding diversity, and improving their understanding of the younger generation. In addition, they indicated that future directions for fostering a game culture in older age groups should include playing for connectivity, health, relaxation, and game literacy education. This study highlights games as a cultural medium that entertains and connects people. By linking theories with practice, we propose a framework for a game literacy program to support older populations’ active participation in game culture.

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