Abstract
The revolution of technology brings many benefits towards diverse population. Digital game is one of the digital technologies that has potential to facilitate older adults’ daily routine. However, some of them faces challenges to adopt the usage of digital games in their daily lives, one of which is that most commercial games are not suitable for older people. This paper discusses the investigation into the challenges associated with the older adults’ adoption of digital games, their interaction, and experiences with digital games and specifically explores the andragogical perspectives, and game design attributes. A set of questionnaires consisted of open-ended and close-ended questions were distributed, targeting the older adults across Malaysia, using online and non-probability sampling technique. 81 respondents were recruited, and 56 respondents (n=56) were eligible in this study. Four participants were recruited for informal interview session. The analysis of the results indicates that the older adults’ perception of digital games and game design aspects are the major factors influencing their digital game adoption. Game designs are important to attract many older adults to experience and interact with digital games.
Original language | English |
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Pages (from-to) | 39-45 |
Number of pages | 7 |
Journal | International Journal of Advanced Computer Science and Applications |
Volume | 13 |
Issue number | 2 |
DOIs | |
Publication status | Published - Feb 2022 |
Bibliographical note
This is an open access publication licensed under a Creative Commons Attribution 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium, even commercially as long as the original work is properly cited.Funder
This research is fully supported by the Kementerian Pengajian Tinggi Malaysia, Fundamental Research Grant Scheme, FRGS/1/2019/ICT01/UNIMAS/03/1. The authors fully acknowledged the Ministry of Higher Education (MOHE) and Universiti Malaysia Sarawak for the approved fund, which makes this important research viable and effective.Keywords
- digital games
- older adults
- technology and innovation studies
- Malaysia