The andragogical perspectives of older people's interaction with digital game technologies: Gameplay on gesture and touch-based platforms

Suriati Khartini Jali, Sylvester Arnab

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Due to the engaging factor of gameplay afforded by digital game technologies, the application of games is becoming a popular medium in promoting and fostering serious outcomes in domains, such as education and health. For instance, social inclusion and healthy lifestyle can be motivated and stimulated through social interaction, cognitive exercises and physical activity afforded by digital game technology. Acknowledging the potential benefits of gameplay, this paper explores digital gaming from the perspectives of a specific target group - older people above the age of 55. It is essential that users or players are captivated and engaged by a game before any serious purposes/activities can be imposed. The design of most games used for both entertainment and serious purposes however focuses on the general player population, and mostly targeting a much younger population currently engaging with digital gaming. The paper thus aims to investigate the perspectives from this target group in terms of their direct interaction and experience with digital game technologies, specifically based on gesture and touch-based platforms. The paper will correlate the perspectives with the andragogical considerations, relevant challenges associated with older people, their existing/previous engagement with digital gaming and other interactive technologies. A pilot study was carried out with 14 participants, where data was collected from their interactions with and experiences of digital gaming. Questionnaires and group discussions were utilised in order to collect their feedback and perspectives on the experience. The results of our study show that there are three key findings which are; 1) the interaction types and the experience provided by the game itself, 2) the game interaction styles which is supported by the platforms and 3) gameplay interaction and challenges associated to agerelated changes. These findings should be considered when considering the interaction and experience of older people for digital game design
Original languageEnglish
Title of host publicationProceedings of the European Conference on Games-based Learning
EditorsL. Boyle, T.M. Connolly
Place of PublicationReading, UK
PublisherAcademic Conferences and Publishing International Limited
Pages319-326
Volume2016
ISBN (Print)978‐1‐911218‐09‐8
Publication statusPublished - Oct 2016
Event10th European Conference on Games Based Learning - The University of the West of Scotland , Paisley, United Kingdom
Duration: 6 Oct 20167 Oct 2016

Conference

Conference10th European Conference on Games Based Learning
CountryUnited Kingdom
CityPaisley
Period6/10/167/10/16

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Bibliographical note

This paper is not available on the repository. The conference paper was given at the 10th European Conference on Games Based Learning  6‐7 October 2016. Hosted by The University of the  
West of Scotland Paisley Scotland. The full conference abstracts are available on the Academic Conferences and Publishing International Limited website at: http://www.academic-conferences.org/conferences/ecgbl/ecgbl-future-and-past/. The abstract of this paper is on page 37

Keywords

  • Andragogy
  • Digital game
  • Experience
  • Interaction
  • Older people

Cite this

Jali, S. K., & Arnab, S. (2016). The andragogical perspectives of older people's interaction with digital game technologies: Gameplay on gesture and touch-based platforms. In L. Boyle, & T. M. Connolly (Eds.), Proceedings of the European Conference on Games-based Learning (Vol. 2016, pp. 319-326). Reading, UK: Academic Conferences and Publishing International Limited.

The andragogical perspectives of older people's interaction with digital game technologies: Gameplay on gesture and touch-based platforms. / Jali, Suriati Khartini; Arnab, Sylvester.

Proceedings of the European Conference on Games-based Learning. ed. / L. Boyle; T.M. Connolly. Vol. 2016 Reading, UK : Academic Conferences and Publishing International Limited, 2016. p. 319-326.

Research output: Chapter in Book/Report/Conference proceedingChapter

Jali, SK & Arnab, S 2016, The andragogical perspectives of older people's interaction with digital game technologies: Gameplay on gesture and touch-based platforms. in L Boyle & TM Connolly (eds), Proceedings of the European Conference on Games-based Learning. vol. 2016, Academic Conferences and Publishing International Limited, Reading, UK, pp. 319-326, 10th European Conference on Games Based Learning, Paisley, United Kingdom, 6/10/16.
Jali SK, Arnab S. The andragogical perspectives of older people's interaction with digital game technologies: Gameplay on gesture and touch-based platforms. In Boyle L, Connolly TM, editors, Proceedings of the European Conference on Games-based Learning. Vol. 2016. Reading, UK: Academic Conferences and Publishing International Limited. 2016. p. 319-326
Jali, Suriati Khartini ; Arnab, Sylvester. / The andragogical perspectives of older people's interaction with digital game technologies: Gameplay on gesture and touch-based platforms. Proceedings of the European Conference on Games-based Learning. editor / L. Boyle ; T.M. Connolly. Vol. 2016 Reading, UK : Academic Conferences and Publishing International Limited, 2016. pp. 319-326
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abstract = "Due to the engaging factor of gameplay afforded by digital game technologies, the application of games is becoming a popular medium in promoting and fostering serious outcomes in domains, such as education and health. For instance, social inclusion and healthy lifestyle can be motivated and stimulated through social interaction, cognitive exercises and physical activity afforded by digital game technology. Acknowledging the potential benefits of gameplay, this paper explores digital gaming from the perspectives of a specific target group - older people above the age of 55. It is essential that users or players are captivated and engaged by a game before any serious purposes/activities can be imposed. The design of most games used for both entertainment and serious purposes however focuses on the general player population, and mostly targeting a much younger population currently engaging with digital gaming. The paper thus aims to investigate the perspectives from this target group in terms of their direct interaction and experience with digital game technologies, specifically based on gesture and touch-based platforms. The paper will correlate the perspectives with the andragogical considerations, relevant challenges associated with older people, their existing/previous engagement with digital gaming and other interactive technologies. A pilot study was carried out with 14 participants, where data was collected from their interactions with and experiences of digital gaming. Questionnaires and group discussions were utilised in order to collect their feedback and perspectives on the experience. The results of our study show that there are three key findings which are; 1) the interaction types and the experience provided by the game itself, 2) the game interaction styles which is supported by the platforms and 3) gameplay interaction and challenges associated to agerelated changes. These findings should be considered when considering the interaction and experience of older people for digital game design",
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