Recently, there has been growing interest in the way in which digital games can affect intergenerational interactions. Although the existing body of knowledge on intergenerational digital games is quite extensive, a systematic understanding of how digital games can enhance intergenerational interactions is still lacking. This paper reports on the state-of-the-art of current digital games and their utility in enhancing intergenerational interaction. Thirty-six papers published between 2006 and 2014 in English-language publications met inclusion criteria. The review presents sets of recommendations for designing game-mediated environments to enhance intergenerational interaction.
The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, wellbeing and quality of life. Sixty adult learners at four Universities of Third Age were randomly assigned to three groups: The Experimental group (G1), who tested firstly a game-based learning platform (GBLP) and then a computer-assisted platform (CAP); The Comparison group (G2), who tested firstly the CAP and then the GBLP; and the Control group (G3) that did not take part in the intervention. Participants were assessed on their health-related wellbeing and quality of life, using the SF36v2 and WHOQOL-BREF scales before and after each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p= .029) and general health-related wellbeing (F(2,57) = 5.231, p= .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games.
The rise of Instagram, as the fastest growing social network in Spain and Portugal, and its incorporation into the communication strategies of beauty and fashion brands have posed some risks for younger followers in relation to the development of identity and self-esteem. A physical appearance acceptance movement has also begun, based on interaction with images, on which the social network is also based. The purpose of this research was to determine how attention is paid to fashion promotion and to the awareness of physical appearance acceptance by curvy influencers in comparison with communications by fashion brands on Instagram. The quantitative and qualitative methodology is based on the use of a biometric eye tracking technique applied to a sample of 120 participants from Spain and Portugal, matching the profile of the main users of Instagram: urban university women under 25 years old with an interest in fashion, and a self-perception as a curvy woman. The results point to more attention focused on the imperfections for which curvy influencers are raising awareness than on the fashion they promote when these awareness factors are more visible, as well as more attention focused on the fashion accessories worn by curvy brand models than those worn by the influencers, with specific and significant differences between Spanish and Portuguese audiences.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.