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: http://scielo.pt/scielo.php?script=sci_arttext&pid=S2184-31202021000200086
Resumo: Abstract 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 AdultsGame designuser-centeredolder adultsdigital gamestudent experienceAbstract 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.Universidade de Aveiro2021-12-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articletext/htmlhttp://scielo.pt/scielo.php?script=sci_arttext&pid=S2184-31202021000200086Journal of Digital Media and Interaction v.4 n.11 2021reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttp://scielo.pt/scielo.php?script=sci_arttext&pid=S2184-31202021000200086Hausknecht,SimoneZhang,FanJeremic,JulijaOwens,HollisKaufman,Davidinfo:eu-repo/semantics/openAccess2024-02-06T17:32:55Zoai:scielo:S2184-31202021000200086Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T02:35:26.772978Repositório 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
Game design
user-centered
older adults
digital game
student experience
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
dc.subject.por.fl_str_mv Game design
user-centered
older adults
digital game
student experience
topic Game design
user-centered
older adults
digital game
student experience
description Abstract 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 2021-12-01
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dc.language.iso.fl_str_mv eng
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dc.publisher.none.fl_str_mv Universidade de Aveiro
publisher.none.fl_str_mv Universidade de Aveiro
dc.source.none.fl_str_mv Journal of Digital Media and Interaction v.4 n.11 2021
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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