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

IF 1.1 4区 教育学 Q3 EDUCATION & EDUCATIONAL RESEARCH
Seyeon Lee, Chungkon Shi, Y. Doh
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引用次数: 0

Abstract

ABSTRACT 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.
面向50多岁及以上成年人的游戏识字计划:通过游戏体验改变认知
摘要有人批评说,围绕老年人游戏的讨论主要集中在认知和身体训练的实用方法上。此外,对数字游戏的负面态度和有限的体验导致老年人与主流游戏文化隔绝。这项研究旨在研究50多岁及以上的成年人在获得实际游戏体验和适合老年人的游戏识字计划时对数字游戏的认知变化。我们为50岁的参与者组织了八次游戏研讨会 年及以上(N = 40岁,年龄段 = 50–85 年)在位于韩国首尔和京畿道的两个高级学习中心学习。讲习班包括游戏知识讲座、共同玩手机游戏以及关于游戏体验的讨论。对参与者的陈述和游戏日记进行专题分析,揭示了他们对游戏的认知变化。参与者参与了各种各样的手机游戏,并在积极和消极的体验之间感到矛盾。他们报告说,他们的游戏经验有助于识别游戏的积极价值,理解多样性,并提高他们对年轻一代的理解。此外,他们表示,在老年群体中培养游戏文化的未来方向应包括游戏连接、健康、放松和游戏扫盲教育。这项研究强调游戏是一种娱乐和连接人们的文化媒介。通过将理论与实践联系起来,我们提出了一个游戏扫盲计划的框架,以支持老年人积极参与游戏文化。
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来源期刊
CiteScore
2.50
自引率
13.30%
发文量
80
期刊介绍: This well-respected journal offers up-to-date original research in the fields of gerontology, adult education, and the social and behavioral sciences. Researchers from around the world will benefit from the exchange of ideas for both the study and practice of educational gerontology. Papers published in the journal will also serve as authoritative contributions to the growing literature in this burgeoning field. Educational Gerontology is the only international journal of its kind to publish twelve issues per volume year. Articles featuring outcome-based practical educational resources in gerontology for the educational professional, care provider, trainer, and student in such areas as: art, music, drama and recreational therapies; mental health, communication arts, social programs and policies; and, social work, nursing, physical and occupational therapies, financial planners, architecture and interior design, family relations and therapy, and religion and spirituality.
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