“Online Gameable Communities”: Social Digital Games in the Infocommunication Ageing Society

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Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance (HCII 2022)

Abstract

Technological ubiquity has brought countless paradigmatic changes – e.g. the rise of the network society; new forms of entertainment, socializing, and learning; and a digital divide that is still limiting the access and use for a large part of the population. Concurrently, an increasing ageing of the population has been witnessed, bringing additional challenges when develo** digital platforms suitable for this audience. Considerable research has studied the impact that digital platforms, such as online communities and digital games, may have on promoting an active and healthy ageing. However, little is known regarding the combined interaction of these two media within the ageing citizen context. This research, in light of the paradigms of complexity and informationalism, epistemologically and antagonistically analyzes the relationship between the older adults, online communities, and digital games. As a result of this disruptive thinking, a new transdisciplinary term emerges – online gameable communities. In conclusion, it is believed that this new medium will allow a greater involvement of older adults with technology, while fostering socialization, technological learning, well-being, and an active and healthy ageing.

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Notes

  1. 1.

    Homo communicans can be defined as a being without interiority and without a body, who exists by capturing and exchanging information, while being completely turned towards the social aspect [55].

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Acknowledgments

This work was supported by FCT – Foundation for Science and Technology (Fundação para a Ciência e Tecnologia), I.P. nr. 2021.06465.BD, DigiMedia Research Center, under the project UIDB/05460/2020, and the project SEDUCE 2.0 - Use of Communication and Information in the miOne online community by senior citizens, 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.

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Regalado, F., Veloso, A.I. (2022). “Online Gameable Communities”: Social Digital Games in the Infocommunication Ageing Society. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance. HCII 2022. Lecture Notes in Computer Science, vol 13330. Springer, Cham. https://doi.org/10.1007/978-3-031-05581-2_29

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