Middle-aged and older adults’digital game experience and perception change: connecting generations through game play중노년층의 디지털 게임 경험과 인식 변화: 세대를 연결하는 게임 플레이
Digital games have been found to provide various benefits to middle-aged and older adults, including fostering cognitive skills and social relationships. However, spreading the use of games among the older population has been difficult due to their negative perceptions toward games and limited play. The purpose of this thesis is to investigate the psychological factors related to gameplay among middle-aged and older adults and to identify the process of changing perceptions of games through the game-playing experience. Then, the thesis aims to identify the needed activities and support for middle-aged and older adults to become active participants in game culture. Referring to the preliminary surveys and literature on game literacy, gameplay workshops were planned and performed for 40 middle-aged and older adults (mean age 66.75, age range 50–85) with undergraduate student supporters over four weeks (eight sessions). Study 1 adopted mixed methods to identify changes in participants’ perception toward games. Qualitative analysis identified specific themes that showed the participants’ changing perceptions, and quantitative analysis confirmed whether changes in perceptions were significant. Furthermore, study 2 analyzed a workshop session proposing a new activity combining life review and gameplay to explore whether digital games can promote intergenerational conversation in the context of life review. Based on the findings of these studies, this research proposed strategies to enhance game literacy and intergenerational connectivity among the older population. In preparation for the upcoming aging society, I hope this research will contribute to the transition of the older population toward becoming active participants in the new digital game culture.