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Research Article

Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences

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Pages 619-637 | Published online: 11 Nov 2022
 

ABSTRACT

There is criticism that discussions surrounding games for older populations are mainly focused on practical approaches to cognitive and physical training. In addition, negative attitudes toward digital games and limited experience contribute to older populations’ isolation from mainstream game culture. This study aims to examine perception changes toward digital games in adults in their 50s and older as they gain actual game experience and an appropriate game literacy program for older populations. We organized eight sessions of gameplay workshops for participants aged 50 years and over (N = 40, age range = 50–85 years) at two senior learning centers located in Seoul and Gyeonggi-do in South Korea. The workshops consisted of lectures for game literacy, co-playing of mobile games, and discussions about game experience. A thematic analysis of participants’ statements and game diaries revealed their perception changes toward games. Participants engaged in a variety of mobile games and felt conflicted between their positive and negative experiences. They reported that their game experience had contributed to identifying the positive values of games, understanding diversity, and improving their understanding of the younger generation. In addition, they indicated that future directions for fostering a game culture in older age groups should include playing for connectivity, health, relaxation, and game literacy education. This study highlights games as a cultural medium that entertains and connects people. By linking theories with practice, we propose a framework for a game literacy program to support older populations’ active participation in game culture.

Acknowledgements

The authors would like to express their sincere gratitude to the citizen researchers and student supporters who participated in the Intergenerational Play Workshop hosted by KAIST in the summer of 2019. The authors also appreciate the staff of Anyang Senior Welfare Center, Jungbu 50 Plus campus, and Careyou for their cooperation in the research.

Disclosure statement

All authors have agreed to the submission and that the article is not currently being considered for publication by any other print or electronic journal. The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.

Supplementary material

Supplemental data for this article can be accessed online at https://doi.org/10.1080/03601277.2022.2143756

Additional information

Funding

This research is supported by the Ministry of Culture, Sports and Tourism (MCST) and Korea Creative Content Agency (KOCCA) in the Culture Technology (CT) Research & Development Program [Project no. R2019020010].

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