2012
DOI: 10.1089/g4h.2011.0024
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What Is the Key for Older People to Show Interest in Playing Digital Learning Games? Initial Qualitative Findings from the LEAGE Project on a Multicultural European Sample

Abstract: The knowledge gathered from the focus groups will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of older Europeans.

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Cited by 51 publications
(20 citation statements)
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“…According to the obtained results of the experimental research, we support the opinion from the International Journal Games for Health that "the main stimulation for older people to learn a foreign language is a challenge, socialisation, fun, providing learning opportunities and escape from daily routine" (Diaz-Orueta et al, 2012). Also, we agree with the idea from the Brain and Language Journal that lifelong learning should be a must because elderly people who keep themselves mentally and physically active are less likely to be depressed.…”
Section: Discussionsupporting
confidence: 73%
“…According to the obtained results of the experimental research, we support the opinion from the International Journal Games for Health that "the main stimulation for older people to learn a foreign language is a challenge, socialisation, fun, providing learning opportunities and escape from daily routine" (Diaz-Orueta et al, 2012). Also, we agree with the idea from the Brain and Language Journal that lifelong learning should be a must because elderly people who keep themselves mentally and physically active are less likely to be depressed.…”
Section: Discussionsupporting
confidence: 73%
“…From an academe standpoint, Game Studies has grown over the last 30-50 years encompassing a myriad of scholarly research ranging from gender, cognition to games for health, user engagement and design. Research in this area is compounded by understanding game player experiences: immersion (Ermi and Mäyrä 2005;Marston 2013a;Lindley 2008a, b, 2010), motivation, player preferences, usability (Diaz-Orueta et al 2012;Gajadhar et al 2010;Nap et al 2009a, b;Fitzpatrick 2009;Harley et al 2010;Ijsselsteijn et al 2007); while gender in relation to videogames garnered attention to understand the game preferences, character development, the relationship between game playing as an activity and gender, online game playing engagement, gender differences between game confidence and competency (Brown et al 1997;Hayes 2007;Jansz and Martis 2007;Jenson et al 2007;King and Douai 2014;Temple and Lips 1989;Rutter 2002, 2003;Jenson and De Castell 2004;Marston and Graner-Ray 2016;Cassell and Jenkins 2000;Hartmann and Klimmt 2006). Furthermore, this discipline has received interest from scholars across various disciplines who are interested in understanding videogames from a theoretical perspective and who are interested in learning the various relationships between genres and sub-genres can impact upon this discipline (Abt 1987;Adams 2009;Bogost 2007;Fencott et al 2012;Lindley 2003;Marston and McClenaghan 2013;Mueller et al 2008Mueller et al , 2011Neale 1980;Oh and Yang 2010;Orland and Remo 2008).…”
Section: Background Literaturementioning
confidence: 99%
“…When it comes to make games closer and attractive to senior novel gamers, the challenge is higher than with regular high-skilled, younger players. A relatively recent study 12 explored the key factors and motivations that would engage senior users for them to show interest in playing digital games. In the focus groups conducted, the main interests shared among the participants were to highlight the social aspect of the gaming experience, to experience challenge in games, to combine cognitive and physical activity, and to acquire specific abilities or skills.…”
Section: A D I G I T a L L E A R N I N G G A M Ementioning
confidence: 99%
“…Based on these requisites, this paper describes the accessibility and player experience evaluations of a learning game for older adults with a multicultural European sample, following requirements previously reported 12 . The overall goal of the learning game is to activate and stimulate the aging body by mini-games that vary from brain training to physical exercise.…”
Section: A D I G I T a L L E A R N I N G G A M Ementioning
confidence: 99%