Barriers and adaptations of a digital game for older adults

Robyn Schell, Simone Hausknecht, David Kaufman

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Scopus citations

Abstract

The number of older adults playing digital games is increasing. However, there are few studies that focus on barriers that can limit ageing players from fully participating in these games. This paper describes some key findings regarding barriers reported by 17 older adults who played Wii bowling in an eight week tournament and how they adapted their playing style to overcome these barriers. This qualitative study found that physical issues such as visual impairment, balance, and strength affected the way these older adults played, but these limitations did not appear to curtail their enjoyment of the game. This may be partly due to adaptations they implemented in order to play such as using walkers, canes and other aids to support themselves. Adequate space was an important consideration for those using such aids.

Original languageEnglish
Title of host publicationICT4AgeingWell 2015 - Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health
EditorsAndreas Holzinger, Carsten Rocker, Ana Fred, Markus Helfert, John O'Donoghue, Martina Ziefle
PublisherSciTePress
Pages269-275
Number of pages7
ISBN (Electronic)9789897581021
DOIs
StatePublished - 2015
Externally publishedYes
Event1st International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AgeingWell 2015 - Lisbon, Portugal
Duration: 20 May 201522 May 2015

Publication series

NameICT4AgeingWell 2015 - Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health

Conference

Conference1st International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AgeingWell 2015
Country/TerritoryPortugal
CityLisbon
Period20/05/1522/05/15

Keywords

  • Adaptations
  • Aging
  • Barriers
  • Difficulties
  • Digital games
  • Older adults
  • Seniors
  • Videogames

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