This interpretative literature review discusses research published between 2000 and 2015 that focuses on the media representation of older adults. The key objective is to offer a critical discussion on the knowledge and assumptions underlying such studies. Specifically, the review examines how old age and media, respectively, are conceptualised in the research and the consequence this has for further research in the fields of ageing and media studies. The main finding from this review is that a large part of the research appears to say nothing about what old age and media are, as it either entirely fails to discuss what is meant by these terms or relies on common sense notions. The review concludes that research on older age and media suffers from a lack of dialogue over disciplinary borders and that this issue needs to be remedied. Likewise, for research to move on, it is imperative to take a more reflexive stance on the topics in order to avoid simplistic notions of both ageing and media.
Digital games are increasingly an integral part of daily life for people of all ages and genders. Based on a Foucauldian notion of power and discourse, the central question discussed here is how people above the age of 60 and their engagement with digital games are constituted within existing research. The available literature can be separated into two distinct themes focusing on shaping and maintaining the player and the player's relation to games. A highly functionalistic approach to the use of digital games runs through much of the research due to its preoccupation with social, mental, and bodily health or with the needs of the game industry. This tendency is linked to notions of economical productivity, a theme that is analyzed on the basis of theory formations from cultural gerontology as well as in relation to power and discipline.
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