Challenging Students’ perspectives with Game Design for Older Adults

Detalhes bibliográficos
Autor(a) principal: Hausknecht, Simone
Data de Publicação: 2021
Outros Autores: Zhang, Fan, Jeremic, Julija, Owens, Hollis, Kaufman, David
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/jdmi.v4i11.26506
Resumo: Older adults are a group that is often overlooked by the game industry, even though they make up a reasonable portion of gamers. It is important for game designers to be able to consider different users and the needs involved. In this study, game design students were challenged with the task of making a video game for older adults that had some level of learning and social interaction. A total of sixty students, 13 older adults, an instructor, and the researchers were involved in the study. Seven games were created over two semesters. Older adults participated in the design by providing feedback. The students initially were disappointed with this assignment and resistant to the task, but as the project continued, they were able to embrace the challenge and see the benefits of designing for older adults. It challenged them to think from a different perspective and consider game design that is accessible to a wider audience. What they thought was intuitive (e.g. easy for the player to understand and use) did not always turn out to be so for the older cohort. This required the students adjust their design to suit a wider audience. User-centered design with a cohort different from their own was a beneficial approach to getting students to think of a broader audience.
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spelling Challenging Students’ perspectives with Game Design for Older AdultsOlder adults are a group that is often overlooked by the game industry, even though they make up a reasonable portion of gamers. It is important for game designers to be able to consider different users and the needs involved. In this study, game design students were challenged with the task of making a video game for older adults that had some level of learning and social interaction. A total of sixty students, 13 older adults, an instructor, and the researchers were involved in the study. Seven games were created over two semesters. Older adults participated in the design by providing feedback. The students initially were disappointed with this assignment and resistant to the task, but as the project continued, they were able to embrace the challenge and see the benefits of designing for older adults. It challenged them to think from a different perspective and consider game design that is accessible to a wider audience. What they thought was intuitive (e.g. easy for the player to understand and use) did not always turn out to be so for the older cohort. This required the students adjust their design to suit a wider audience. User-centered design with a cohort different from their own was a beneficial approach to getting students to think of a broader audience.DigiMedia | University of Aveiro2021-12-31T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34624/jdmi.v4i11.26506oai:proa.ua.pt:article/26506Journal of Digital Media & Interaction; Vol 4 No 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 86-101Journal of Digital Media & Interaction; vol. 4 n.º 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 86-1012184-3120reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://proa.ua.pt/index.php/jdmi/article/view/26506https://doi.org/10.34624/jdmi.v4i11.26506https://proa.ua.pt/index.php/jdmi/article/view/26506/19807Copyright (c) 2021 Simone Hausknecht, Fan Zhang, Julija Jeremic, Hollis Owens, David Kaufman, David Kaufmanhttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessHausknecht, SimoneZhang, FanJeremic, JulijaOwens, HollisKaufman, David2022-09-06T09:08:42Zoai:proa.ua.pt:article/26506Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:27:11.744790Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Challenging Students’ perspectives with Game Design for Older Adults
title Challenging Students’ perspectives with Game Design for Older Adults
spellingShingle Challenging Students’ perspectives with Game Design for Older Adults
Hausknecht, Simone
title_short Challenging Students’ perspectives with Game Design for Older Adults
title_full Challenging Students’ perspectives with Game Design for Older Adults
title_fullStr Challenging Students’ perspectives with Game Design for Older Adults
title_full_unstemmed Challenging Students’ perspectives with Game Design for Older Adults
title_sort Challenging Students’ perspectives with Game Design for Older Adults
author Hausknecht, Simone
author_facet Hausknecht, Simone
Zhang, Fan
Jeremic, Julija
Owens, Hollis
Kaufman, David
author_role author
author2 Zhang, Fan
Jeremic, Julija
Owens, Hollis
Kaufman, David
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Hausknecht, Simone
Zhang, Fan
Jeremic, Julija
Owens, Hollis
Kaufman, David
description Older adults are a group that is often overlooked by the game industry, even though they make up a reasonable portion of gamers. It is important for game designers to be able to consider different users and the needs involved. In this study, game design students were challenged with the task of making a video game for older adults that had some level of learning and social interaction. A total of sixty students, 13 older adults, an instructor, and the researchers were involved in the study. Seven games were created over two semesters. Older adults participated in the design by providing feedback. The students initially were disappointed with this assignment and resistant to the task, but as the project continued, they were able to embrace the challenge and see the benefits of designing for older adults. It challenged them to think from a different perspective and consider game design that is accessible to a wider audience. What they thought was intuitive (e.g. easy for the player to understand and use) did not always turn out to be so for the older cohort. This required the students adjust their design to suit a wider audience. User-centered design with a cohort different from their own was a beneficial approach to getting students to think of a broader audience.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-31T00:00:00Z
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language eng
dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/jdmi/article/view/26506
https://doi.org/10.34624/jdmi.v4i11.26506
https://proa.ua.pt/index.php/jdmi/article/view/26506/19807
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dc.publisher.none.fl_str_mv DigiMedia | University of Aveiro
publisher.none.fl_str_mv DigiMedia | University of Aveiro
dc.source.none.fl_str_mv Journal of Digital Media & Interaction; Vol 4 No 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 86-101
Journal of Digital Media & Interaction; vol. 4 n.º 11 (2021): Cultural Representations in Digital Games, Vol.4, No.11; 86-101
2184-3120
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