@inbook{b875147a281a4980b33521249e8534dc,
title = "Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena",
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.",
keywords = "Intergenerational communication, Ageism, Age-Gameism, Game-Ageism, Digital games, Stereotypes",
author = "{Vale Costa}, Liliana and Veloso, {Ana Isabel} and Eug{\`e}ne Loos",
year = "2019",
doi = "10.1007/978-3-030-22015-0_19",
language = "English",
isbn = "978-3-030-22014-3",
series = "LNCS",
publisher = "Springer",
pages = "245--255",
editor = "Jia Zhou and Gavriel Salvendy",
booktitle = "Human Aspects of IT for the Aged Population",
}