Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena

Liliana Vale Costa, Ana Isabel Veloso, Eugène Loos

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

Abstract

Digital games are frequently described as media that can be crucial in strengthening rela-tionships, enhancing cognitive skills and providing social support. Although considerable empirical research on the use of digital games in youth and stereotypes on gender or eth-nicity has been widely covered, there have been few studies on age stereotyping in the game context. In addition, this type of stereotype – game-ageism is likely to negatively affect age identity and intergroup communication amongst players, which could hinder to bridge the gap between different generations. Drawn on a literature review, this position paper introduces the concept of game-ageism as an age stereotype that is still set in our game culture. It also seeks to remedy this problem by suggesting an opposite ideological movement – age-gameism that refers to widening the audience of the game industry to all ages. In general, this paper offers a contribution in the field of media and society by high-lighting the need for developing games for all ages, encouraging a positive age identity, enhancing intergroup communication and a heterogeneous game culture.
Original languageEnglish
Title of host publicationHuman Aspects of IT for the Aged Population
Subtitle of host publicationSocial Media, Games and Assistive Environments, 5th International Conference, ITAP 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26-31, 2019, Proceedings, Part II
EditorsJia Zhou, Gavriel Salvendy
Place of PublicationCham
PublisherSpringer
Pages245-255
Number of pages11
ISBN (Electronic)978-3-030-22015-0
ISBN (Print)978-3-030-22014-3
DOIs
Publication statusPublished - 2019

Publication series

NameLNCS
PublisherSpringer International Publications
VolumeLNCS 11593

Keywords

  • Intergenerational communication
  • Ageism
  • Age-Gameism
  • Game-Ageism
  • Digital games
  • Stereotypes

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