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Assessing Older Adults’ Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing

Francisco Regalado, Cláudia Pedro Ortet, Liliana Vale Costa, Carlos Santos and Ana Isabel Veloso
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Francisco Regalado: DigiMedia, University of Aveiro, Portugal
Cláudia Pedro Ortet: DigiMedia, University of Aveiro, Portugal
Liliana Vale Costa: DigiMedia, University of Aveiro, Portugal
Carlos Santos: DigiMedia, University of Aveiro, Portugal
Ana Isabel Veloso: DigiMedia, University of Aveiro, Portugal

Media and Communication, 2023, vol. 11, issue 3, 88-100

Abstract: The growing use of digital platforms among older adults has brought increased challenges to the design and development process, thus requiring considering age-related needs and changes. Nonetheless, a growing body of research suggests that different types of applications of digital platforms, i.e., digital games, can foster new opportunities to encourage active and healthy ageing (AHA) by promoting knowledge acquisition, developing competences, fostering well-being, and deepening social connections. Therefore, this study aims to assess older adults’ perspectives and participation in digital game-related strategies and how these can foster AHA. A mixed-methods approach was applied, resorting to field notes and a questionnaire, involving 18 participants aged between 63 and 81, at the Ageing Lab (Laboratório do Envelhecimento). Through 10 exploratory digital gaming-related sessions over approximately two months, participants were introduced to game-related strategies and online communities. Overall, this study sustained previous research about the influence of digital games and online communities in the promotion of AHA, by encouraging participation in society, acquisition of new digital competences in the dimensions of information and data literacy, communication and collaboration, and safety; and maintaining one’s health and well-being. Moreover, findings suggest that continued contact with information and communication technologies stimulates digital proficiency, thus further fostering inclusion in an increasingly digital society.

Keywords: active and healthy ageing; digital competences; digital games; miOne; older adults; online community (search for similar items in EconPapers)
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:cog:meanco:v11:y:2023:i:3:p:88-100

DOI: 10.17645/mac.v11i3.6796

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