Publication | Closed Access
The older player of digital games: A classification based on perceived need satisfaction
60
Citations
4
References
2014
Year
Quality Of LifeCustomer SatisfactionEngineeringOnline GamingSocial ValueVideo GamesAnalogue GamesPsychologyGame DesignDigital GamesOlder PlayerBehavioral SciencesOnline GamesGeriatricsGamificationGame StudiesMotivationUser ExperienceArtsGlobal AgingGame StudyElderly WellbeingPerformance StudiesVernacular Game-makingVideo Game StudiesHuman-computer InteractionOlder AdultsTechnologyVideo Game AddictionGame Industry StudiesPlayer ExperienceDigital Game Play
Abstract The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.
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