Relationships between can be fostered between older persons and grandchildren through intergenerational gameplay. The key challenges are to set out methodologies for designing these interactions to stimulate intergenerational gameplay. Design methodologies to define these interactions are open for critical discussion because the domain of defining a design process for intergenerational gameplay remains open for future research.
Vanden Abeele, V., & Schutter, B. (2010). Designing intergenerational play via enactive interaction, competition and acceleration. Personal and Ubiquitous Computing, 14(5), 425–433. doi:10.1007/s00779-009-0262-3
This paper investigated the relationship between the need for a design process; a defined methodology; an identification of specific interaction goals; and designing games to meet specific design criteria. The paper focused on the development of design constructs for intergenerational play and validating these constructs through empirical studies and methodical measures. While the earlier paper that I reviewed discussed: the relevance of “behavioral characteristics” in intergenerational gameplay; this paper discussed the value of a structured “needs based design process” for defining design decisions in the design of intergenerational game experiences. The authors identified the advantages of “enactive interaction”; proposed the correlation between “competition” and “social interaction” using Schultz’s (1958) fundamental interpersonal relationship orientation (FIRO) theory; defined three design rationales (DRs) for intergenerational gameplay; and presented a study to validate their mini-game in relation to the DRs. Continue reading
Much research has been done on the topic of the positive aspects of gaming and the use of gaming devices for older adults. Research has predominantly focused on areas of gaming and its applicability in various categories of rehabilitation; physical and cognitive training; leisure and entertainment; and adult learning. Older adults experience age-related changes in their cognitive and physical abilities. This paper has special significance because, this was the first paper that I had read, sent my way by Dr. Nacke, in my quest for research on the topic of social interaction in older adults.
McLaughlin, a., Gandy, M., Allaire, J., & Whitlock, L. (2012). Putting Fun into Video Games for Older Adults. Ergonomics in Design: The Quarterly of Human Factors Applications, 20(2), 13–22. doi:10.1177/1064804611435654
Learning needs and capabilities of older adults deteriorate with age. New technologies used in video games may pose barriers to the older adults’ population (McLaughlin et al., 2012) due to the decline in their cognitive and physical abilities. Game experiences and expectations from gamification experiments can pose serious challenges to game adoption. Continue reading
In the interest of getting some experience in blogging about a paper, I decided to choose the paper on People, Places and Play, with the main aim of formulating my thoughts regarding the hypothesis, synthesis and methodology/process of validation of the hypothesis and measurement techniques used by the authors. This paper closely relates to my area of interest which being; the socio-spatial dynamics between people, systems and the environment of use of the systems.
De Kort, Y.A.W., and Ijsselsteijn, W. A. 2008. People, places, and play: a research framework for digital game experience in a socio-spatial context. ACM Comput. Entertain, 6, 2, Article 18 (July 2008), 11 pages. DOI = 10.1145/1371216.1371221
The authors present the importance of digital games in creating engaging social interactions and discuss the relevance of co-players, audience and player engagement in defining player experience. The paper focuses on the psychological experience of social interactions while playing a game. The paper presents the condition that while flow and immersion is a trance-like focused state during gameplay, the presence of other people in a situated play could be a conflicting situation affecting player enjoyment. The paper discusses the presence of a co-player towards the experience of gameplay from the point of engagement, arousal and emotions. In co-located play, game characteristics, social affordances of the game interface and characteristics of player environment influences playability. The paper infers that the presence of others; social presences during gameplay becomes an extension of the game itself, influencing game play and game experience.