Advertisement

Promoting Intergenerational Participation Through Game Creation Activities

  • Hubert OuelletEmail author
  • Margarida Romero
  • Kimberly Sawchuk
Chapter
Part of the Advances in Game-Based Learning book series (AGBL)

Abstract

This chapter analyzes game creation as a way to promote intergenerational participation, develop new learning opportunities, and help reduce generational segregation through the use of ICT. We start discussing the current societal challenges including digital ageism, digital access, and interaction (Sawchuk and Lafontaine 2015) among elders and the generation segregation (Thang 2011). We then introduce the activities developed within the Silver Gaming group in the Ageing + Communication + Technologies partnership project (http://www.actproject.ca) to advance our understanding of how applied research activities can contribute to the development of participatory game creation and different types of digital games (Romero and Loos 2015). Within the context of the ACT Silver Gaming activities, this chapter explores four instances that used game creation as an intergenerational participation activity. The first activity, held in a secondary school of the Québec City metropolitan area used making a game to bring together the life narrative of an older adult who had immigrated to Québec with secondary level students. The second and third occurrences were held during the Silver Gaming International Summer School (SGISS) in August, 2015, reuniting participants starting from secondary level students and adults from different ages groups. The fourth instance was a workshop held in September, 2015, at an intergenerational activity day at La Maison Léon-Provancher, a Québec city-based organization that is promoting biology, science, and technology to grade-school children and the community, including their parents and grandparents. We end the paper by discussing the limits and opportunities of the game creation as a way to promote, through creative uses of ICTs, intergenerational participation, and learning.

Keywords

Intergenerational Game design Digital ageism Participatory game creation Game creation Serious games 

References

  1. Bennett S, Maton K, Kervin L (2008) The “digital natives” debate: a critical review of the evidence. Br J Educ Technol 39(5):775–786CrossRefGoogle Scholar
  2. Blat J, Arcos JL, Sayago S (2012) WorthPlay: juegos digitales para un envejecimiento activo y saludable. Revista Lychnos 8:16Google Scholar
  3. Bourgonjon J, De Grove F, De Smet C, Van Looy J, Soetaert R, Valcke M (2013) Acceptance of game-based learning by secondary school teachers. Comput Educ 67:21–35. doi: 10.1016/j.compedu.2013.02.010 CrossRefGoogle Scholar
  4. Boyd D (2014) It’s complicated: the social lives of networked teens. Yale University Press, New HavenGoogle Scholar
  5. Brennan SE, Williams M (1995) The feeling of another′ s knowing: prosody and filled pauses as cues to listeners about the metacognitive states of speakers. J Mem Lang 34(3):383–398CrossRefGoogle Scholar
  6. Caperton IH (2012) Toward a theory of game-media literacy: playing and building as reading and writing. In: Interdisciplinary advancements in gaming, simulations and virtual environments: emerging trends, vol 1. World Wide Workshop Foundation, New YorkGoogle Scholar
  7. De George-Walker L, Tyler MA (2014) Connected older adults: conceptualising their digital participation. Learning and diversity in the cities of the future, vol. 107.Google Scholar
  8. De Schutter B (2015) Gerontoludic design and intergenerational play. In: Romero M (ed) Intergenerational learning, life narratives and games, vol 1. Centre de recherche et d’intervention sur la réussite scolaire (CRIRES), Québec, pp 86–89, http://lel.crires.ulaval.ca/public/sgiss2015-proceedings-actes-r21.pdfGoogle Scholar
  9. De Schutter B, Malliet S (2014) The older player of digital games: a classification based on perceived need satisfaction. Communications 39(1):67–87CrossRefGoogle Scholar
  10. Hyvönen P, Romero M, Hakkarainen P, Impiö N (2013) Creative collaboration for enhancing older adult’s ICT use. Presented at the Biennial conference of the European association for research in learning and instruction (EARLI), EARLI, Munich, Germany.Google Scholar
  11. Kayali F, Peters K, Kuczwara J, Reithofer A, Martinek D, Wölfle R et al (2015) Participatory game design for the INTERACCT serious game for health. In: Serious Games,. Springer, pp 13–25.Google Scholar
  12. Khaled R, Vanden Abeele V, Van Mechelen M, Vasalou A (2014) Participatory design for serious game design: truth and lies. In: Proceedings of the first ACM SIGCHI annual symposium on computer-human interaction in play, ACM, pp 457–460.Google Scholar
  13. Livingstone S, Bovill M (2013) Children and their changing media environment: a European comparative study. Routledge, LondonGoogle Scholar
  14. Loos E (2012) Senior citizens: digital immigrants in their own country? Observatorio (OBS*) 6(1):1–23Google Scholar
  15. Mitzner TL, Boron JB, Fausset CB, Adams AE, Charness N, Czaja SJ, Sharit J (2010) Older adults talk technology: technology usage and attitudes. Comput Hum Behav 26(6):1710–1721CrossRefGoogle Scholar
  16. PFÉQ, Gouvernement du Québec (2011) Programme de formation de l’école québécoise. Gouvernement du Québec, QuébecGoogle Scholar
  17. Plowman L, McPake J (2013) Seven myths about young children and technology. Child Educ 89(1):27–33CrossRefGoogle Scholar
  18. Plowman L, McPake J, Stephen C (2008) Just picking it up? Young children learning with technology at home. Camb J Educ 38(3):303–319CrossRefGoogle Scholar
  19. Romero M (2015) Intergenerational learning, life narratives and games—SGISS 2015 Proceedings, vol. 1. Université Laval. Centre de recherche et d’intervention sur la réussite scolaire. http://lel.crires.ulaval.ca/public/sgiss2015-proceedings-actes-r21.pdf.
  20. Romero M, Barberà E (2015) Creative collaboration in online computer-supported collaborative learning. Presented at the European distance and e-learning network 2015, EDEN, Barcelona, pp. 593–598.Google Scholar
  21. Romero M, Loos E (2015) Intergenerational game creation. Engaging elders and secondary level students in intergenerational learning about immigration through participative game design. Presented at the European distance and e-learning network 2015, Book of abstracts including the collection of synergy synopses, EDEN, Barcelona, p 167.Google Scholar
  22. Romero M, Hyvönen P, Barberà E (2012) Creativity in collaborative learning across the life span. Creat Educ 3(4):422–429CrossRefGoogle Scholar
  23. Sawchuk K, Lafontaine C (2015) Ageing in app-land: interrogating access, creating interaction. Presented at the ACC-CCA, Ottawa, Canada.Google Scholar
  24. Thang L L. (2011) Promoting intergenerational understanding between the young and old: the case of Singapore. In: UN report of the expert group meeting in Qatar.Google Scholar
  25. Uzor S, Baillie L, Skelton D (2012) Senior designers: empowering seniors to design enjoyable falls rehabilitation tools. In: Proceedings of the SIGCHI Conference on human factors in computing systems, ACM, pp 1179–1188.Google Scholar
  26. Vanden Abeele VA, Van Rompaey V (2006). Introducing human-centered research to game design: designing game concepts for and with senior citizens. In: CHI’06 extended abstracts on Human factors in computing systems, ACM, pp 1469–1474.Google Scholar

Copyright information

© Springer International Publishing Switzerland 2017

Authors and Affiliations

  • Hubert Ouellet
    • 1
    Email author
  • Margarida Romero
    • 1
  • Kimberly Sawchuk
    • 2
  1. 1.Université LavalQuébecCanada
  2. 2.Concordia UniversityMontréalCanada

Personalised recommendations