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Online news and gamification habits in late adulthood: a survey with older adults
Older adults are becoming to comprise a significant proportion of the global population. Simultaneously, the use of technologies by this age group is growing at a fast pace. However, technological products still lack attention to older adults' physiologic, psychologic, and social needs. Journalism is a significant part of one's lives, as it allows to be always up to date with the World's events, and which was not left behind in this World's cyberization process. In a reality where everything shouts for the users' attention, gamification – i.e. the use of game elements and its logics for contexts that go beyond entertainment purposes – presents itself as a way to capture users' motivations, possibly leading them to use products in a consistent and systematic way. The aim of this paper is to describe a survey conducted from June of 2020 until the first week of July of 2020, to a total of 248 older adults aged 50 and over from sixteen different countries. During this study, researchers intended to assess older learners' context in terms of social media, online news, and games usage, as well as their familiarity with gamification strategies. The results suggest that the questionnaire's respondents are online news consumers, with a heavy usage of computers to access the Internet. Additionally, it was possible to report the main activities respondents like to be valued for – activity in groups; frequency with which they talk to other people; and debate, share and react to news – allowing the design of a gamification system. ; This work was supported by the research project SEDUCE 2.0 - Use of Communication and Information in the miOne online community by senior citizens.This project is funded by FCT – Fundação para a Ciência e a Tecnologia, I.P., COMPETE 2020, Portugal 2020 and European Union, under the European Regional Development Fund, POCI-01-0145-FEDER-031696 SEDUCE 2.0. ; published
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Aging in online communities: a systematic literature review of design recommendations
The increase of computer-mediated communication use and the aging population has led to a renewed interest in online communities and social networks for active aging and social support in daily living. However, a systematic understanding of the design recommendations in Senior Online Communities is still lacking in scientific documentation. The aim of this paper is to identify the design recommendations used in online communities that support active aging. In addition, this paper highlights some of the benefits of using online communities by older adults. Twenty-three papers published between January 2015 and May 2020 in English-language, peer-reviewed publications, met inclusion criteria. The review presents a set of recommendations for designing online communities to enhance older adults' social interactions. A process that aims for "engagement" is suggested to strategically guide the design of Senior Online Communities: Interacting – Sense of Belonging (Role-playing, Storytelling, and Legacy) – Engaging. ; This work was supported by the research project SEDUCE 2.0 - Use of Communication and Information in the miOne online community by senior citizens, which includes the SERIOUSGIGGLE project and the game JUMP. The SEDUCE 2.0 project is funded by FCT – Fundação para a Ciência e a Tecnologia, I.P., COMPETE 2020, Portugal 2020 and European Union, under the European Regional Development Fund, POCI-01-0145-FEDER-031696 SEDUCE 2.0. ; published
BASE
Assessing Older Adults' Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing
In: Media and Communication, Band 11, Heft 3, S. 88-100
The growing use of digital platforms among older adults has brought increased challenges to the design and development process, thus requiring considering age-related needs and changes. Nonetheless, a growing body of research suggests that different types of applications of digital platforms, i.e., digital games, can foster new opportunities to encourage active and healthy ageing (AHA) by promoting knowledge acquisition, developing competences, fostering well-being, and deepening social connections. Therefore, this study aims to assess older adults' perspectives and participation in digital game-related strategies and how these can foster AHA. A mixed-methods approach was applied, resorting to field notes and a questionnaire, involving 18 participants aged between 63 and 81, at the Ageing Lab (Laboratório do Envelhecimento). Through 10 exploratory digital gaming-related sessions over approximately two months, participants were introduced to game-related strategies and online communities. Overall, this study sustained previous research about the influence of digital games and online communities in the promotion of AHA, by encouraging participation in society, acquisition of new digital competences in the dimensions of information and data literacy, communication and collaboration, and safety; and maintaining one's health and well-being. Moreover, findings suggest that continued contact with information and communication technologies stimulates digital proficiency, thus further fostering inclusion in an increasingly digital society.