93 research outputs found
Gen X and Digital Games: Looking back to look forward
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generation’s gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players
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COVID-19 and the secret virtual assistants: the social weapons for a state of emergency
Technologies are ubiquitous in modern Britain, gradually infiltrating many areas of our working and personal lives. But what role can technology play in the current COVID-19 pandemic? At a time when our usual face to face social interactions are temporarily suspended, many of us have reached out to technology (e.g. Skype, WhatsApp, Facebook, Zoom) to help maintain a sense of closeness and connection to friends, family and vital services. One largely unsung technology is the virtual assistant (VA), a cost-efficient technology enabling users to access the Internet of Things using little more than voice. Deploying an ecological framework, in the context of smart age-friendly cities, this paper explores how VA technology can function as an emergency response system, providing citizens with systems to connect with friends, family, vital services and offering assistance in the diagnosis of COVID-19. We provide an illustration of the potentials and challenges VAs present, concluding stricter regulation and controls should be implemented before VAs can be safely integrated into smart age-friendly cities across the globe
[Editorial] Age-Friendly Cities and Communities: State of the Art and Future Perspectives
Abstract not available (Editorial).
Original publication at MDPI: https://doi.org/10.3390/ijerph18041644
© 2021 by the authors. Licensee MDPI
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A Commentary on Blue Zones®: A Critical Review of Age-Friendly Environments in the 21st Century and Beyond
This paper explores the intersection of the World Health Organizations (WHO) concepts of Age-Friendly Communities and The Blue Zones® checklists and how the potential of integrating the two frameworks for the development of a contemporary framework can address the current gaps in the literature as well as consider the inclusion of technology and environmental press. The commentary presented here sets out initial thoughts and explorations that have the potential to impact societies on a global scale and provides recommendations for a roadmap to consider new ways to think about the impact of health and wellbeing of older adults and their families. Additionally, this paper highlights both the strengths and the weaknesses of the aforementioned checklists and frameworks by examining the literature including the WHO age-friendly framework, the SAfE Framework, and the Blue Zones® checklists. We argue that gaps exist in the current literature and take a critical approach as way to be inclusive of technology and the environments in which older adults live. This commentary contributes to the fields of gerontology, gerontechnology, anthropology, and geography, because we are proposing a roadmap which sets out the need for future work which requires multi-and-inter-disciplinary research to be conducted for the respective checklists to evolve
Technology use, adoption and behaviour in older adults: results from the iStoppFalls Project
Technology use is a common constituent of modern life. However, little is known about older adults’ use of technology. This article presents a subset of data collected via the technology deployed in the iStoppFalls randomized control trial. The primary focus lies on questions about digital device/Internet use, ownership, length, and frequency as well as social networking. Data was collected from participants aged 65 years or older. Seventy-eight participants completed a specifically developed technology survey as part of the baseline assessment. Results showed that the majority of subjects owned a computer with men being its main user. Participants used technological devices on a daily basis for more than 1 year. The main reason for using technology was e-mail communication, search engines, text processing, and online shopping. Only a few participants used social network applications, with Google+ and Facebook being the most popular ones. Future work should consider an in-depth qualitative approach to further increase understanding of technology use in older adults
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Written evidence [PTC0018]
The long-term impact of the pandemic on towns and cities. UK Parliament
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Intergenerational connections through technology: Insights from the Technology Use in Later Life multi-site study
Abstract With enhanced challenges to maintain social connections especially during times of social distancing due to the COVID-19 pandemic, the need for technology solutions grow. Technologies have become interwoven into the daily lives for many older adults. The Technology Use in Later Life (TILL) study investigated how the perceptions and use of technology both can foster new and leverage existing intergenerational relationships. Through a mixed methods study engaging older adults aged 70 years of age and greater across rural and urban sites in Canada and the UK (N=37), participants described how the interconnection between technology and intergenerational relationships was an integral component to social connectedness with others. Through a qualitative descriptive approach, it was noted that older adults leveraged intergenerational relationships with family and friends to adjust to new technologies and to remain connected to adult children and grandchildren especially when there is high geographic separation between them. Especially during times of COVID-19, younger family members can play an important role to introduce and teach older adults how to use, technologies such as digital devices, computers, and social networking sites. Participants emphasized the benefits of intergenerational connections to adopt and use technology in later life noting flexibility and willingness to overcome barriers to technology adoption and remain connected across the generations. The adoption and uptake of technologies may continue as viable options during times of social distancing to support older persons to remain independent, age in place, in both age-friendly cities and across rural geographies during and post COVID-19
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Adjusting technology for an ageing population: co-producing technological solutions with older adults
Since the onset of Covid 19, there has been a shift towards moving essential services online. This has the potential to further exclude sub-sections of the population from accessing essential services. This is particularly the case for older people who lack basic digital skills or who are not confident using digital technology, amplifying the risk of exclusion, and increasing the risk of social exclusion, loneliness and social isolation among digitally excluded older people. Research suggests that barriers to engagement with digital technologies include cost, lack of support, and technology being perceived as complicated or not for ‘people like me (French, Quinn & Yates, 2019). As such, there is an urgent need to develop digital solutions with older people, co-designing technology that meets their needs. The presentation will draw on data and experiences of older people involved in a seed corn project funded by the Research Wales Innovation Fund (April 2023- July 2023). The project aimed to co-design an affordable digital solution with digitally excluded older people to support the development of digital skills and confidence. The presentation will focus on the skills deficit identified by older adults with limited digital skills and explore how this knowledge is being incorporated into a co-designed prototype launcher app. The presentation will highlight the benefits and challenges of co-producing solutions for an ageing population
Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review
Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scopus, and Web of Science) focusing on published journal papers between 1970 and 2000. Search results identified 3186 articles guided by the PRISMA Extension for Scoping Reviews (PRISMA-ScR); 4 papers were irretrievable, 138 duplicated papers were removed, leaving 3048 were assessed for eligibility and 3026 were excluded. Articles (n = 22) were included into this review, with four papers primarily published in 1997 and in 1999. Thematic analysis identified five primary themes: purpose and objectives, respective authors’ reporting, technology, ethics and environment) and seven secondary themes: populations, type of participants (e.g. children, students), ethical approval, study design, reimbursement, language, type of assessments. This scoping review is distinctive because it primarily focuses on Generation X, who have experienced and grown-up with videogames, and contributes to several disciplines including: game studies, gerontology and health, and has wider implications from a societal, design and development perspective
of video games
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