At the intersection of digital games, gender, and age: A participant observational study with active older women

Sergio Sayago, Josep Blat, Barbara Barbosa Neves

Research output: Chapter in Book/Report/Conference proceedingConference PaperOtherpeer-review

1 Citation (Scopus)

Abstract

This paper presents work-in-progress that informs a current understanding of intersectional themes (age, gender, and digital games) that are important, but under-studied, in the player-computer interaction community. This paper draws on a 4-month participant observational study of game play and interest among active older women (aged 63-83, N=14). The results show how gender and age shape digital game interest and play among the participants. For them, being an older woman now means keeping up with the times, being active and helping others. They disregarded digital games that clashed with this identity. When the digital games projected their identity, their play was fun and productive; and led to recommending the games to others. Current and future research activities are outlined.

Original languageEnglish
Title of host publicationCHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery (ACM)
Pages360-364
Number of pages5
ISBN (Electronic)9781450375870
DOIs
Publication statusPublished - 2 Nov 2020
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2020 - Virtual, Online, Canada
Duration: 2 Nov 20204 Nov 2020
Conference number: 7th
https://chiplay.acm.org/2020/ (Conference website)

Publication series

NameCHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play

Conference

ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2020
Abbreviated titleCHI PLAY 2020
Country/TerritoryCanada
CityVirtual, Online
Period2/11/204/11/20
Internet address

Keywords

  • Digital games
  • Gender
  • Gendered identity
  • Older women

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