Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Purpose and Key Research Questions
2.2. Inclusion and Exclusion Criteria
2.3. Data Extraction and Analysis
3. Results
3.1. Overview of Empirical Studies of Intergenerational Digital Game-Playing Practices
3.2. The Benefits of Intergenerational Digital Game-Playing Practices
3.2.1. Reinforcing Family Bond
3.2.2. Enhancing Reciprocal Learning
3.2.3. Increasing Understanding of the Other Generation
3.2.4. Reducing social anxiousness
3.3. Factors to Consider for Intergenerational Digital Game Design
3.3.1 Player-Centric Factors
(1.a) Old-Young Interactions
(1.b) Motivation to Play and Game Preferences
(1.c) Differences in Abilities
3.3.2. Game-Centric Factors
(2.a) Goal-Related Forms of Interaction
(2.b) Space-Related Forms of Interaction
4. Discussion and Conclusions
Limitations and Suggestions for Further Research
Acknowledgments
Author Contributions
Conflicts of Interest
References
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Study n° | Authors | Game Type | N Old–Young Age | Methodology | Play Time | Country | Main Observations |
---|---|---|---|---|---|---|---|
1 | Aarsand et al. (2007) [8] | Several commercial computer and console games, (several platforms) | 8 families | QUALITATIVE Questionnaires Interviews Qualitative video recording analysis | 1 year | Sweden | For adults, displaying a lack of knowledge can work as a resource to enter into social intercourse with children. Creating and sustaining the digital divide in social interaction can be read as a type of strategic act where children’s competence is celebrated and where the child is cast at the centre of the attention. |
Children: 8–10 (range) | |||||||
2 | Chua et al. (2013) [15] | 3 Nintendo Wii Games: Wii Sports, Cooking Mama and Wii Party | 53 elderly: 76 (mean) | QUANTITATIVE Interaction sessions Gaming Sessions Surveys | 2 months | Singapore | “The result showed that all participants reported greater attraction towards their interaction partner over time, regardless of their interaction types. These findings imply that when members from different age groups are paired to play video games together, they tend to develop not only positive perceptions towards their particular play partners, but also positive general perceptions towards the members of the other age group as spill-over effects” [15] (p. 2308) |
53 young: 17 (mean) | |||||||
3 | Coyne et al. (2010) [9] | Several commercial console games, (several platforms) | 287 adolescents and their families | QUANTITATIVE Gaming Sessions Questionnaire | 1 session | EEUU | For both younger and older players, positive emotions such as happiness and enjoyment coalesced with the bonding, the conversations, the feeling of being closer to loved ones and of maintaining relationships across distances. |
Adolescents: 11–14 (range) | |||||||
4 | D’Çruz et al. [20] | NA | 20 parents: 31–51 | QUALITATIVE Focus groups | NA | Unites States | Participants agreed that a sex education game could improve communication. “They affirmed the demand for an immersive story-based educational adventure game using mobile platforms and flexible communication modalities. This study confirmed the potential of a game to be a viable medium to bring a shared dyadic sexual health educational experience to parents and youth that could engage them in a motivationally appealing way to meaningfully impact their sexual health communication an youth sexual risk behaviors.” |
19 children: 11–14 | |||||||
5 | Derboven et al. (2012) [21] | TranseCare, a shopping game (computer game with video chat function) | 15 couples (young–old) | CASE STUDY Qualitative analysis of videotaped gaming sessions Questionnaires | 2 sessions | Belgiu | “In intergenerational multiplayer games, use video chat to add value for older as well as younger players. As the communication channel can also be important for explanation and helping out the older players, moving through different game phases should be simultaneous. […] Designing games in which players alternately can take control of game progression can allow the elderly to take the lead position, once they feel comfortable.” [21] (p. 64) |
Older: 68 (mean) | |||||||
Younger: 22 (mean) | |||||||
6 | Khoo et al. (2007) [22] | Age Invaders: mixed reality platform game | 10 Young: 11.7 (mean) | CASE STUDY Questionnaires Qualitative data analysis Observations Focus Groups | 1–2 sessions | Singapore | Social interaction has been identified as the key factor that attracts the elderly and young to play the game harmoniously. The elderly and young gave feedback that the game should be played with many spectators |
10 Adults: 58–80 (range) | |||||||
7 | Mahmud et al. (2010) [16] | Save aMazed Princess Maze (augmented tabletop games) | 2 Young: 7–8 (range) | CASE STUDY Questionnaire Interviews Observations | 2 sessions | The Netherlands | Elderly and children prefer playing with their peers than with younger/older players. Elderly and children stated that they do not mind playing with younger/older if it is required and the game is tailored to their preferences |
2 Adults: 65–70 (range) | |||||||
8 | Osmanovic et al. (2016) [14] | Several Commercial Casual online social games | 27 Young: 17–22 (range) | QUALITATIVE Interviews Face-to-face and online focus groups | Not specified | USA | For both younger and older players, positive emotions such as happiness and enjoyment coalesced with the bonding, the conversations, the feeling of being closer to loved ones and of maintaining relationships across distances. |
22 Old: 59–71 (range) | |||||||
9 | Pappa & Pannese, 2010 [23] | e-VITA, SGs that allow younger generations to “live” stories told by older people | Not specified | CASE STUDY Questionnaires Interviews | Not specified | Spain, Portugal, Poland, Italy, Greece, UK | “Serious games used in the context of intergenerational learning, need not only to appeal to younger generations of players, or convey practical or historical information about past decades, but rather to immerse players in the life of older generations” [23] (p. 236) |
10 | Rice et al. (2013) [13] | Xtreme Gardener: Interactive augmented reality game | 30 Young: 15–20 (range) | CASE STUDY Observation and Questionnaires | 1 session | Singapore | Participants of Young–Old couples reported better understanding of the game thanks to the support of the younger partner. Younger players accommodate to older players’ preferences. Younger players exhibited more dominant behavior. |
30 Adults: 55–74 (range) | |||||||
11 | Siyahhan et al. (2010) [24] | Family Quest: an educational computer game | 8 Adults | CASE STUDY Questionnaires Observations | 5 weeks | EEUU | “We need to find productive ways to bring parents and children together around video games and create opportunities for exchange of expertise to facilitate family relations and learning” [24] (p. 431) |
7 Children: 9–13 (mean) | |||||||
12 | Vanden Abeele & De Schutter (2014) [25] | 4 Commercial physical mini-console games (Wii Platform) | 5 pairs (old-young) | QUALITATIVE | 1 session | The Netherlands | “It is not physical action but rather enactive interaction that ensures ease-of-use for seniors and youngsters. The use of enactive knowledge avoids relying on digital competences and/or mental models of how to operate digital appliances which would favor youngsters.” [25] (p. 432) |
Observation game play | |||||||
Questionnaires | |||||||
13 | Vetere et al. (2008) [18] | A Collage: a technology for mediating intergenerational play | 1 family | CASE STUDY Methods not specified | 8 weeks | Australia | Collage “allows families to express some of their traditional forms of collocated social engagement over a distance. These forms of engagement include playful activities, but also extend story-telling, gift-giving, and confirmation of social roles” [18] (p. 176) |
14 | Voida & Greenberg (2011) [7] | Several commercial console games | 36 participants Children: 9 (mean) | QUALITATIVE Questionnaire Group Game Play Gaming Environment Sketch, Focus Groups | 1 session | Canada | Observations suggest that intergenerational interactions can provide some of the developmental benefits crucial to individual well-being; young gamers were exposed to older gamers who served as models of behaviours and older gamers had the opportunities to share their knowledge and experience with younger gamers. |
Adults: 55 (mean) | |||||||
15 | Vutborg et al. (2011) [26] | Collage and Storytelling, technologies for mediating intergenerational play | 3 Families Children: 4–14 (range) | CASE STUDY Interviews Observations | 3 weeks | Australia, Denmark | “Our findings highlight the importance of: the need to consider the parents’ role in facilitating contact and making the technology easy to use by children independently; the advantage of concurrent synchronous and asynchronous interaction forms; and the need to respect people’s private time.These findings can inform the design of technology for supporting young children’s communications with adult relatives across time zones.” [26] (p. 291) |
16 | Xu et al. [27] | 3 Kinect games | 41 young-old aged adults: ≤74 | QUANTITATIVE Game sessions Pre and post questionnaires | 3 session 10–15 of minutes | Singapore | “There was a significant decline in social anxiousness and an increase in sociability for young-old (≤74 years old) participants playing with adolescents. “ |
48 old-old aged adults: >75 | |||||||
26 adolescents |
Benefit | Number of Studies that Discuss This Benefit | Example in the Literature |
---|---|---|
Reinforcing Family Bond | Total: 14 | “When parents play video games with their daughters, they may be sending a myriad of messages. First, parents may show that they are willing to engage in an activity that is important to daughters. Second, playing video games can represent quality time between a daughter and a parent, especially when such play involves conversation between parent–child.” [9] |
3 (QUAL) 2 (QUAN) 8 (CS) | ||
Enhancing Reciprocal Learning | Total: 7 | “For children, the activity of intergenerational play helped them learn “how to help people.” For parents, on the other hand, the activity meant that they learned about “how their children react” and “how their minds worked” while spending time together as a family.” [28] |
3 (QUAL) 4 (CS) | ||
Increasing Understanding of the Other Generation | Total: 8 | “Our results support the potential of video-game play in developing positive intergenerational perceptions as a means of shared leisure activities when individuals from different age groups are paired to interact together.” [15] |
2 (QUAL) 2 (QUAN) 4 (CS) | ||
Reducing Social Anxiousness | Total: 4 | “Results showed a significant three-way interaction effect among exergaming, play type, and age group on older adults' psychosocial well-being. There was a significant decline in social anxiousness and an increase in sociability for young-old participants playing with youths.” [16] |
4 (CS) |
Type of Factor | N° Os Studies Discussing This Factor | Factor | Implications Discussed in the Literature |
---|---|---|---|
Player-centric Factors | Total: 7 | Old–Young Relationships | Mix-aged relationships are asymmetrical |
1 (QUAN) 2 (QUAL) 4 (CS) | Negative stereotypes and/or lack of mutual understanding | ||
Total: 10 | Motivation to Play and Game Preferences | Older Players Motivation to Play: Fun and relaxation, escaping reality and social interaction and connectedness Game Preferences: Strategy games, short gameplay sessions, simple game rules, intellectual challenges over reflex-oriented games | |
1 (QUAN) 6 (CS) 3 (QUAL) | Younger Players Motivation to Play: Social presence, diversity and enjoyment, fun and relaxation Game Preferences: Fantasy and imaginative immersion | ||
Total: 10 | Differences in Abilities | Differences in digital technology skills Physical Differences (vision, hearing, reflexes) Cognitive Differences | |
4 (QUAL) 1 (QUAN) 5 (CS) | |||
Game-centric Factors | Total: 4 | Goal-Related Forms of Interaction | Competitive Collaborative Cooperative Competition |
2 (QUAL) 2 (CS) | |||
Total: 6 | Space-Related Forms of Interaction | Virtual Co-locative | |
3 (QUAL) 1 (QUAN) 2 (CS) |
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De la Hera, T.; Loos, E.; Simons, M.; Blom, J. Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review. Societies 2017, 7, 18. https://doi.org/10.3390/soc7030018
De la Hera T, Loos E, Simons M, Blom J. Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review. Societies. 2017; 7(3):18. https://doi.org/10.3390/soc7030018
Chicago/Turabian StyleDe la Hera, Teresa, Eugène Loos, Monique Simons, and Joleen Blom. 2017. "Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review" Societies 7, no. 3: 18. https://doi.org/10.3390/soc7030018
APA StyleDe la Hera, T., Loos, E., Simons, M., & Blom, J. (2017). Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review. Societies, 7(3), 18. https://doi.org/10.3390/soc7030018