162 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
“Who doesn’t think about technology when designing urban environments for older people?” A case study approach to a proposed extension of the WHO’s age-friendly cities model
The World Health Organization (WHO) strives to assist and inspire cities to become more “age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide. An age-friendly city enables residents to grow older actively within their families, neighbourhoods and civil society, and offers extensive opportunities for the participation of older people in the community. Over the decades, technology has become essential for contemporary and future societies, and even more imperative as the decades move on, given we are nearly in our third decade of the twenty-first century. Yet, technology is not explicitly considered in the 8-domain model by WHO, which describes an age-friendly city. This paper discusses the gaps in the WHO’s age-friendly cities model in the field of technology and provides insights and recommendations for expansion of the model for application in the context of countries with a high human development index that wish to be fully age-friendly. This work is distinctive because of the proposed new age-friendly framework, and the work presented in this paper contributes to the fields of gerontology, geography urban and development, computer science, and gerontechnology
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Technology & Social Media during COVID-19 Pandemic
Society has witnessed a phenomenal and unprecedented change to its daily life, since March 2020. COVID-19 striking at the heart of the world bringing business, education, lifestyle, tourism, and citizen behaviour to a standstill.
This change in various societal, business, education and individual ecosystems is likely to result in a myriad of consequences, some of which will be short-lived, while for others long-lasting. For many citizen​s,​ the new change in behaviour and identifying a new routine has and will continue to be difficult, this too is compounded with additional variables and activities such as home schooling, grocery shopping for vulnerable relatives, friends, and members of the community. For other citizens, categorized as keyworkers, from health practitioners, public sector (e.g. emergency service responders), stakeholders/charity workers who are answering the telephone to those citizens who are the most vulnerable in society; and are offering guidance and advice relating to their concerns will be witnessing at first hand the impact that this pandemic is having on our society.
The aim of this position piece is to discuss the impact of COVID-19 in relation to isolation, social connectedness, and how technology can facilitate positive distractions from the day-to-day routines for citizens during this pandemic
A Review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults
Many barriers exist in the lives of older adult’s, including health, transport, housing, isolation, disability and access to technology. The appropriate integration of technology within age-friendly communities continues to offer possible solutions to these barriers and challenges. Older adults and disabled people continue to be affected and marginalized due to lack of access to the digital world. Working collaboratively with planners, policy makers and developers, social and living spaces in the future will ensure that residents are equipped to live in an era that continues to be led by, and is dependent upon, access to technology. This review paper uniquely draws together the small volume of literature from the fields of gerontology, gerontechnology, human computer interaction (HCI), and disability. This paper examines the national and international age-friendly frameworks regarding older adults who are carers of dependent people with disabilities
Games for health & mHealth apps for police & blue light personnel: A research review
Previous research has reported adverse health outcomes for emergency services personnel (ESP), outcomes that research more broadly has shown can be improved using a gamification and mobile health (mhealth) apps approach. We conducted a review of research on gamification and mhealth apps for ESP that had been published in the last 19 years using 6 major research databases. The results demonstrated that virtually no relevant research has been published, suggesting a significant gap in the evidence base of an approach that could potentially have significant benefits for the health of ESP
Improving Older People’s Lives Through Digital Technology and Practices
The Aging and Technology special issue showcases twelve papers spanning a range and diversity of international scholarly research within the field of ageing and technology. The collection of papers demonstrates the positive impact technology can have on the lives of older people including improving cognitive performance, physical and mental health and people’s daily activities and practices. There are still barriers to use, including psychological issues of motivation, attitudes, privacy and trust and social issues involving learning to use the technology. In conclusion, to help overcome these barriers, it is recommended that research and development of technology involves older people as co-developers working with stakeholders from different disciplines and backgrounds
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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
OK Cupid, Stop Bumbling around and Match Me Tinder: Using Dating Apps Across the Life Course
Social connectedness, sex, and intimacy are all factors associated with positive aging, facing individuals in society across the life course. Phenomenal technological developments in the 21st century have led to the increased use of smartphones, mobile apps, and dating apps for a myriad of services, and engagements. This paper focuses on two specific cohorts’ who have the opportunity to engage with dating apps, older adults and young citizens with life-limiting or life-threatening conditions, and highlights issues related to the intersection of technology, societal constructions of age, disability, and online dating
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