Skip to main content
Log in

Console gaming across generations: exploring intergenerational interactions in collocated console gaming

  • Long Paper
  • Published:
Universal Access in the Information Society Aims and scope Submit manuscript

Abstract

In this paper, we examine the intergenerational gaming practices of four generations of console gamers, from ages 3 to 83 and, in particular, the roles that gamers of different generations take on when playing together in groups. Our data highlight the extent to which existing gaming technologies support interactions within collocated intergenerational groups, and our analysis reveals a more generationally flexible suite of roles in these computer-mediated interactions than have been documented by previous studies of more traditional collocated, intergenerational interactions. Finally, we offer implications for game designers who wish to make console games more accessible to intergenerational groups.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

Notes

  1. http://www.mimamori.net/

References

  1. Aarsand, P.A.: Computer and video games in family life: the digital divide as a resource in intergenerational interactions. Childhood 14(2), 235–256 (2007)

    Article  Google Scholar 

  2. Crites, M.S.: Child development and intergenerational programming. In: Newman, S., Brummel, S.W. (eds.) Intergenerational Programs: Imperatives, Strategies, Impacts, Trends, pp. 33–43. Haworth Press, New York, NY (1989)

    Google Scholar 

  3. Dovey, J., Kennedy, H.W.: Game Cultures: Computer Games as new Media. Open University Press, New York, NY (2006)

    Google Scholar 

  4. Ducheneaut, N., Yee, N., Nickell, E., Moore, R.J.: “Alone together?” Exploring the social dynamics of massively multiplayer online games. In: Grinter, R., Rodden, T., Aoki, P., Cutrell, E., Jeffries, R., Olson, G. (eds.) Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 407–416. ACM Press, New York, NY (2006)

  5. Harley, D., Fitzpatrick, G.: YouTube and intergenerational communication: the case of Geriatric1927. Univers. Access Inf. Soc. 8, 5–20 (2009)

    Article  Google Scholar 

  6. Huang, E.M., Mynatt, E.D., Russell, D.M., Sue, A.E.: Secrets to success and fatal flaws: the design of large-display groupware. IEEE Comput. Graph. Appl. 26(1), 37–45 (2006)

    Article  Google Scholar 

  7. Kern, D., Stringer, M., Fitzpatrick, G., Schmidt, A.: Curball—A prototype tangible game for inter-generational play. In: Reddy, S.M. (ed.) Proceedings of the Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises, pp. 412–418. IEEE Press, Los Alamitos, CA (2006)

  8. Khoo, E.T., Lee, S.P., Cheok, A.D., Kodagoda, S., Zhou, Y., Toh, G.S.: Age invaders: social and physical inter-generational family entertainment. In: Grinter, R., Rodden, T., Aoki, P., Cutrell, E., Jeffries, R., Olson, G. (eds.) Extended Abstracts of the ACM Conference on Human Factors in Computing Systems, pp. 243–246. ACM Press, New York (2006)

  9. Mynatt, E.D., Adler, A., Ito, M., Linde, C., O’Day, V.L.: The network communities of SeniorNet. In: Bødker, S., Kyng, M., Schmidt, K. (eds.) Proceedings of the European Conference on Computer Supported Cooperative Work, pp. 219–238. Kluwer Academic Publishers, Dordrecht, The Netherlands (1999)

  10. Mynatt, E.D., Rowan, J., Craighill, S., Jacobs, A.: Digital family portraits: providing peace of mind for extended family members. In: Jacko, J.A., Sears, A., Beaudouin-Lafon, M., Jacob, R.J.K. (eds.) Proceedings of the ACM Conference on Human Factors in Computing Systems, pp. 333–340. ACM Press, New York (2001)

  11. Reeves, S., Benford, S., O’Malley, C., Fraser, M.: Designing the spectator experience. In: Kellogg, W., Zhai, S., van der Veer, G., Gale, C. (eds.) Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 741–750. ACM Press, New York, NY (2005)

  12. ReVille, S.: Young adulthood to old age: looking at intergenerational possibilities from a human development perspective. In: Newman, S., Brummel, S.W. (eds.) Intergenerational Programs: Imperatives, Strategies, Impacts, Trends, pp. 45–53. Haworth Press, New York, NY (1989)

    Google Scholar 

  13. Sall, A., Grinter, R.E.: Let’s get physical! In, out, and around the gaming circle of physical gaming at home. Comput. Support. Coop. Work 16(1–2), 199–229 (2007)

    Article  Google Scholar 

  14. Selwyn, N.: The social processes of learning to use computers. Soc. Sci. Comput. Rev. 23(1), 122–135 (2005)

    Article  Google Scholar 

  15. Siio, I., Rowan, J., Mynatt, E.: Peek-a-Drawer: communication by furniture. In: Terveen, L., Wixon, D., Comstock, E., Sasse, A. (eds.) Extended Abstracts of the ACM Conference on Human Factors in Computing Systems, pp. 582–583. ACM Press, New York (2002)

  16. Stearns, P.N.: Historical trends in intergenerational contacts. In: Newman, S., Brummel, S.W. (eds.) Intergenerational Programs: Imperatives, Strategies, Impacts, Trends, pp. 21–32. Haworth Press, New York, NY (1989)

    Google Scholar 

  17. Stevens, R., Satwicz, T., McCarthy, L.: In-game, in-room, in-world: reconnecting video gameplay to the rest of kids’ lives. In: Salen, K. (ed.) The Ecology of Games: Connecting Youth, Games, and Learning, pp. 41–66. MIT Press, Cambridge, MA (2008)

    Google Scholar 

  18. Thompson, M.G., Heller, K.: Facets of support related to well-being: quantitative social isolation and perceived family support in a sample of elderly women. Psychol. Aging 5(4), 535–544 (1990)

    Article  Google Scholar 

  19. Vetere, F., Davis, H., Gibbs, M., Howard, S.: The magic box and collage: responding to the challenge of distributed intergenerational play. Int. J. Hum. Comput. Stud. 67(2), 165–178 (2009)

    Article  Google Scholar 

  20. Vetere, F., Nolan, M., Ramaan, R.A.: Distributed hide and seek. In: Kjeldskov, J., Paay, J. (eds.) Proceedings of the Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments, pp. 325–328. ACM Press, New York (2006)

  21. Voida, A., Greenberg, S.: Wii all play: the console game as a computational meeting place. In: Greenberg, S., Hudson, S.E., Hinckley, K., Morris, M.R., Olsen, D.R.Jr. (eds.) Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 1559–1568. ACM Press, New York (2009)

Download references

Acknowledgments

We would like to thank our participants for sharing their time and gaming experiences with us. This research was supported in part by the NSERC/iCORE/Smart Technologies Chair in Interactive Technologies and by NSERC’s NECTAR Strategic Networks Grants Program.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Amy Voida.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Voida, A., Greenberg, S. Console gaming across generations: exploring intergenerational interactions in collocated console gaming. Univ Access Inf Soc 11, 45–56 (2012). https://doi.org/10.1007/s10209-011-0232-1

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10209-011-0232-1

Keywords

Navigation