Poster Information
Title | Bridging the gap between aging and gaming research: Considerations for understanding why and how gaming can be meaningful through the life course |
Presenter(s) | Emily Fenster |
Session | Conference Reception, Game Exhibition, and Poster Session |
Time | Thursday, October 18, 7:00p-10:00p |
Location | East Lansing Technology Innovation Center |
Format | Poster Presentation |
Description | Gaming has potential to serve as a social and leisure resource for individuals as they age. Options for play have become increasingly accessible and flexible on level of involvement; even more individuals are identifying as casual gamers (Juul, 2010). Player demographics are also shifting. One study stated the average player age as 30 and that 37% were over 36 (ESA, 2012). Other studies note larger percentages of players 30 or older (e.g., Griffiths, Davies, & Chappell, 2004; Williams, Yee, & Caplan, 2008). However, much of aging and gaming research has focused on physical or cognitive health and long-term care (e.g., Aarhus, Gronvall, Larsen, & Wollsen, 2011; Clark & Kraemer, 2009; Whitlock, McLaughlin, & Allaire, 2012), and less on benefits in other aspects. The goal of this discussion is to explore how other theoretical perspectives can aid aging and gaming research by addressing connection and meaning players associate with games, but also how gaming can be a social and leisure resource. Certain aging and social theories can aid in exploring why and how gaming can be meaningful for people as they age from a social and cultural standpoint. The life course perspective can aid in understanding how life experiences influence gaming habits, but also how evolving societal attitudes impact who plays. Also, the selective optimization with compensation model focuses on how various technologies and options may become resources for older adults, but also why these resources can benefit different facets of life (e.g., social, physical, cognitive). Further, social exchange theory, through its focus on evolving relationships, can aid by exploring why certain characteristics of games or communities feel inclusive or exclusive to aging individuals not necessarily targeted by the gaming industry. By utilizing these theoretical examples and others, we can begin to draw more attention to the potential for gaming to be a lifelong activity, how it can serve as resource in many life areas, and why it can be meaningful for any player regardless of age. |