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Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review

Author

Listed:
  • Teresa De la Hera

    (Utrecht University, 3512 EV Utrecht, The Netherlands)

  • Eugène Loos

    (Utrecht University, 3512 EV Utrecht, The Netherlands)

  • Monique Simons

    (Utrecht University, 3512 EV Utrecht, The Netherlands)

  • Joleen Blom

    (Utrecht University, 3512 EV Utrecht, The Netherlands)

Abstract

The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family bond, (2) enhancing reciprocal learning (3) increasing understanding of the other generation and (4) reducing social anxiety. According to the literature, two types of factors are important to take into consideration: player-centric and game-centric factors. We identified the nature of the interactions between older (55–81 year-olds) and younger players (4–22 year-olds), their motivations to play digital games and the difference in abilities as the main player-centric factors to take into account when designing intergenerational games. The most relevant game-centric factors were found to be goal-related and space-related forms of interaction. To gain more insight into how specific benefits of playing digital games are related to a type of game, gender or age of the participant, additional empirical studies (comparative analyses), that take these factors into account are needed.

Suggested Citation

  • Teresa De la Hera & Eugène Loos & Monique Simons & Joleen Blom, 2017. "Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review," Societies, MDPI, vol. 7(3), pages 1-15, July.
  • Handle: RePEc:gam:jsoctx:v:7:y:2017:i:3:p:18-:d:104242
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    Citations

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    Cited by:

    1. Hannah R. Marston & Joost van Hoof, 2019. "“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," IJERPH, MDPI, vol. 16(19), pages 1-35, September.
    2. Hannah Ramsden Marston & Linda Shore & P.J. White, 2020. "How does a (Smart) Age-Friendly Ecosystem Look in a Post-Pandemic Society?," IJERPH, MDPI, vol. 17(21), pages 1-43, November.

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