Suitable for all ages: Game design for the 60+ demographic

Bob De Schutter, Group T Engineering School, Catholic University of Louvain
Vero Vandenabeele, Group T Engineering School, Catholic University of Louvain
Gerrit Vos, CUO-IBBT, Catholic University of Louvain
Jan-Henk Annema, CUO-IBBT, Catholic University of Louvain
Mieke Van Gils, CUO-IBBT, Catholic University of Louvain
Jan Derboven, CUO-IBBT, Catholic University of Louvain
Yorick Poels, CUO-IBBT, Catholic University of Louvain
Henk Herman Nap, Technical University of Eindhoven
Wijnand IJsselsteijn, Eindhoven University of Technology
Yvonne de Kort, Eindhoven University of Technology
Leyla Dogruel, FU Berlin
Sven Joeckel, TU Ilmenau
Yvonne Woldberg, Universiteit Utrecht, EPN - Platform for the Information Society

Abstract

Although digital games have the potential to improve the social, mental and physical well-being of elderly people, little is known about the problems seniors face in adopting, using and enjoying digital games. The presenters in this panel discuss the challenge of designing games for an elderly audience. The session starts with a brief summary of the physical, social, psychological and cognitive context of elderly users. Next, the potential adopters are discussed; an empirical test of a game acceptance model for elderly users reveals the most important influence factors for the acceptance of games among the elderly. Afterwards, existing users of games among seniors are discussed; the playing habits and preferences of senior gamers are explored by means of an internet survey and semi-structured interviews. After discussing both adopters and users, the focus of the panel shifts towards the usability, likeability and content requirements of digital games with regards to the 60+ demographic. The needs and motivations of elderly gamers are analysed using contextual inquiries and focus group interviews. Furthermore, the panel assesses the commercial brain games (such as Dr. Kawashimas Brain Training for Nintendo DS) that are often targeted towards an ageing audience. Finally, theory is put to practice during the presentation of the e-Treasure research project, in which a serious game was developed using user-centred design methods in order to foster intergenerational play and facilitate the exchange of knowledge between grandparents and grandchildren. In conclusion, the session outlines various design recommendations which are vital to designing meaningful play experiences for an older audience.