90 research outputs found

    Gen X and Digital Games: Looking back to look forward

    Get PDF
    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

    [Editorial] Age-Friendly Cities and Communities: State of the Art and Future Perspectives

    Get PDF
    Abstract not available (Editorial). Original publication at MDPI: https://doi.org/10.3390/ijerph18041644 © 2021 by the authors. Licensee MDPI

    Technology use, adoption and behaviour in older adults: results from the iStoppFalls Project

    Get PDF
    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

    Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review

    Get PDF
    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
    • …
    corecore