Game-Based Learning Across the Lifespan 2016
DOI: 10.1007/978-3-319-41797-4_4
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Blurring the Lines of Age: Intergenerational Collaboration in Alternate Reality Games

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Cited by 11 publications
(4 citation statements)
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References 29 publications
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“…A key element of this research has been the design and evaluation of technologies that seek to address social isolation and/or encourage social participation [6], given that social disconnectedness is a risk factor that is known to impact older adults' health and wellbeing [20,24]. Prior work has shown how communication technologies can address social disconnectedness by, for example, mediating conversation between grandparents and their grandchildren [26] or by enabling intergenerational play over distance [29,73].…”
Section: Older Adults Icts and Social Participationmentioning
confidence: 99%
“…A key element of this research has been the design and evaluation of technologies that seek to address social isolation and/or encourage social participation [6], given that social disconnectedness is a risk factor that is known to impact older adults' health and wellbeing [20,24]. Prior work has shown how communication technologies can address social disconnectedness by, for example, mediating conversation between grandparents and their grandchildren [26] or by enabling intergenerational play over distance [29,73].…”
Section: Older Adults Icts and Social Participationmentioning
confidence: 99%
“…We decided to leave outside of this review other game types such as alternate reality games, as they differ from digital games in many aspects. Although alternate reality games also seem promising game types for intergenerational interactions [38,39], this was out of the scope of the current review.…”
Section: Limitations and Suggestions For Further Researchmentioning
confidence: 99%
“…The results showed that the program improved children’s social–emotional skills, such as self-awareness, self-regulation, and empathy. Hausknecht et al (2017) conducted a study to investigate the effectiveness of a video game-based intervention aimed at improving teacher-child interaction in early childhood education. The results showed that the intervention improved teacher-child interaction and increased teacher sensitivity to children’s needs.…”
Section: Discussionmentioning
confidence: 99%