Gerontoludic Design

Author(s):  
Bob De Schutter

Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author therefore reviewed the literature on game design and later life to develop a design approach that considers the multi-faceted nature of ageing as well as the intrinsic value of digital games. The resulting “Gerontoludic Design Framework” sets meaningful play as the intended outcome of game design for older adults, identifies iterative player-centered design as its preferred design approach, and extends the MDA framework by suggesting age-specific aesthetics and mechanics.

Author(s):  
José de São José ◽  
Virpi Timonen ◽  
Carla Amado ◽  
Sérgio Santos

The main European policy framework to address the challenges of population ageing is called 'active ageing', and it seeks to promote older people's engagement in economic and social activities and their independence and autonomy. This chapter proposes the adoption of an alternative-a capability framework-to deal with the challenges of population ageing, which is based on the capability approach (CA) and shifts the focus from activity (mainly economic and social activity) to the real opportunities older people have (their capabilities) to do what they value and to be the persons they want to be. This calls for comprehensive efforts to map out older adults' preferences and needs, and a more flexible, multidimensional and supportive approach to old-age policy, without imposing a priori importance on certain policy domains and without a strong focus on individual responsibility. The capability framework can open the door to policy alternatives that are more focused on older adults' opportunities and preferences.


Author(s):  
Aung Pyae ◽  
Tapani Joelsson ◽  
Teppo Saarenpää ◽  
Luimula Mika ◽  
Christina Kattimeri ◽  
...  

Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although commercial digital games show promise, most of them are not senior-friendly. The literature also suggests that more studies need to be undertaken to understand the usability and usefulness of digital games for elderly people. Hence, in this study, we designed and developed a digital game-based Skiing activity for elderly people. Then, we evaluated it with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game. The findings from both studies show that digital games are useful for promoting elderly people’s engagement in physical activities. While digital games are promising to be used as an alternative solution for promoting the Japanese elderly participant’s physical activities, the Finnish elderly participants recommend to use it when they don’t have access to non-digital physical exercises. The lessons learned from this study can help researchers and practitioners gain insights into game design and development for elderly people and their physical activities.


GeroPsych ◽  
2018 ◽  
Vol 31 (1) ◽  
pp. 31-39 ◽  
Author(s):  
Ljiljana Kaliterna Lipovčan ◽  
Tihana Brkljačić ◽  
Zvjezdana Prizmić Larsen ◽  
Andreja Brajša-Žganec ◽  
Renata Franc

Abstract. Research shows that engagement in leisure activities promotes well-being among older adults. The objective of the current study was to examine the relationship between subjective well-being (flourishing) and leisure activities (total number of different activities in the previous year) in a sample of older adults in Croatia, thereby considering the variables of sex, marital status, financial status, and self-perceived health. The differences in the examined variables between the groups of older adults who reported to be engaged in new activities with those who did not were also examined. The sample of N = 169 older adults aged 60 years and above was drawn from a convenience sample of adult internet users in Croatia. Participants reported their self-perceived health and the number of leisure activities they engaged in over the previous year as well as completing the Flourishing Scale. Hierarchical regression analyses indicated that older adults who were engaged in more various leisure activities, who perceived better financial status, and who were married reported higher levels of flourishing. A comparison of the two groups of older adults with and without engagement in leisure activities showed that those engaged in at least one leisure activity were more likely to be women, reported higher levels of flourishing, and perceived their own financial status as better. This study indicated that engaging in leisure activities in later life might provide beneficial effects for the well-being of older adults.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Jason M. Holland ◽  
Dolores Gallagher-Thompson

Older adults are increasingly making up a larger segment of the worldwide population, which presents both challenges and opportunities for the clinical psychologist in the 21st century. In this chapter, we address some of the unique aspects of working with this population, focusing on general guidelines for tailoring interventions for older adults, specific treatments for particular problems commonly faced in later life, as well as issues of diversity and how they might impact psychotherapy with older clients. We also outline several areas in geropsychology that are in need of further investigation, namely the use of technology, post-traumatic stress, and family therapy, and offer some recommendations for future directions in this field of study.


2017 ◽  
Vol 1 (suppl_1) ◽  
pp. 801-801
Author(s):  
V. Del Panta ◽  
M. Colpo ◽  
G. Sini ◽  
B. Stefania

2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
J Nordmyr ◽  
A K Forsman

Abstract Background Online resources present various possibilities for health promotion, also in the growing older adult population. Tailored online services aiming to support social participation among users could potentially promote older adults’ psychosocial health. In the @geing Online project an online application is developed, focusing on access to meaningful social activities among older adults in rural areas in Finland and Sweden. The innovation project (2017-2020) is funded by the Interreg Botnia-Atlantica programme (European Regional Development Fund). Methods A collaborative, user-centred design approach is applied when developing the online application, allowing older potential users and personnel groups from the social and health care sector to evaluate application features in a step-wise process. The inclusion of personnel groups allows for the exploration of the feasibility of introducing the tool in home care services and similar relevant contexts from an organizational perspective. Further, the inclusion of regional IT-companies presents opportunities for them to develop their competence regarding eHealth tools and older adults as a target group. Results An advanced prototype of the application and its core features is presented. Promising approaches and outcomes regarding the co-creation methods applied to ensure the involvement of stakeholders in the development process are elaborated upon. Challenging issues related to the project theme, such as stereotypical and negative views of older adults’ competences and motivation related to application use are also discussed. Conclusions The project highlights possibilities - but also challenges - when co-creating a social application together with older adults, some of whom have no experience in internet use. The gathered project outcomes will provide lessons on the potential of new technologies for delivering health promotion initiatives among older adults. Key messages Tailored online services aiming to support social participation among users provide possibilities for promoting psychosocial health in the growing population of older adults. Application development utilizing a user-centered design approach can be implemented even if the end-users are not familiar with the internet or application use.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


2021 ◽  
pp. 105413732199581
Author(s):  
Patricia Moyle Wright

A scoping review of parental bereavement in older age was conducted to identify the unique needs of older adults after the loss of an adult child. Inclusion and exclusion criteria were developed in accordance with the stated objectives of this review, which was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR). In total, 26 research studies were included. The data were then analyzed using a systematic approach for organizing and synthesizing key data. The results indicated that some consequences and mediators of parental bereavement are similar regardless of age. But, older adults experience greater loneliness, isolation, and stigma than their younger counterparts. Older parents are also at greater risk for physical decline, mortality, and institutionalization following the death of an adult child. Religious and cultural mores also have influence on the bereavement process.


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