Othering Older People’s Housing: Gaming Ageing to Support Future-Planning
Vikki McCall (),
Alasdair Rutherford,
Alison Bowes,
Sadhana Jagannath,
Mary Njoki,
Martin Quirke,
Catherine M. Pemble,
Melanie Lovatt,
Lisa Davison,
Katie Maginn,
Pat Scrutton,
Ro Pengelly and
Joan Gibson
Additional contact information
Vikki McCall: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Alison Bowes: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Sadhana Jagannath: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Mary Njoki: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Martin Quirke: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Catherine M. Pemble: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Melanie Lovatt: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Lisa Davison: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Katie Maginn: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Pat Scrutton: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Ro Pengelly: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
Joan Gibson: Faculty of Social Sciences, University of Stirling, Stirling FK9 4LA, UK
IJERPH, 2024, vol. 21, issue 3, 1-17
Abstract:
The ‘othering’ of ageing is linked to an integrated process of ageism and hinders planning for the future for both individuals and practitioners delivering housing and health services. This paper aims to explore how creative interventions can help personalise, exchange knowledge and lead to system changes that tackle the ‘othering’ of ageing. The Designing Homes for Healthy Cognitive Ageing (DesHCA) project offers new and creative insights through an innovative methodology utilising ‘serious games’ with a co-produced tool called ‘Our House’ that provides insights into how to deliver housing for older people for ageing well in place. In a series of playtests with over 128 people throughout the UK, the findings show that serious games allow interaction, integration and understanding of how ageing affects people professionally and personally. The empirical evidence highlights that the game mechanisms allowed for a more in-depth and nuanced consideration of ageing in a safe and creative environment. These interactions and discussions enable individuals to personalise and project insights to combat the ‘othering’ of ageing. However, the solutions are restrained as overcoming the consequences of ageism is a societal challenge with multilayered solutions. The paper concludes that serious gaming encourages people to think differently about the concept of healthy ageing—both physically and cognitively—with the consideration of scalable and creative solutions to prepare for ageing in place.
Keywords: ageing in place; inclusive design; serious games; healthy ageing; co-production (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2024
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:21:y:2024:i:3:p:304-:d:1351745
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