Older Adults’ Views on Social Interactions and Online Socializing Games–A Qualitative Study

Jeroen Janssen, Evi M. Kremers, Minke S. Nieuwboer, Bas D.L. Châtel, Rense Corten, Marcel G.M. Olde Rikkert, G. M.E.E. Peeters*

*Corresponding author for this work

Research output: Contribution to journalArticleAcademicpeer-review

Abstract

Age-related difficulties and quarantine restrictions impede the possibilities to maintain contact with one’s social network. Maintaining these contacts may be supported by digital games. To develop effective and feasible digital tools to foster social interaction, we aimed to explore what older adults find important in social contact and what barriers and enablers they foresee in digital gaming interventions as network support aids. Two focus groups and 20 semi-structured interviews (N = 29) with older adults (aged 55–87) were held to explore the research questions. Furthermore, a questionnaire was administered (N = 29) containing measures of loneliness, frailty, and social network size. Participants found ‘reciprocity’, ‘in-person contact’, and ‘personal connection’ important in contact with strong ties. Online games were not used much for socializing but may be used in the future, particularly by less mobile older adults. Future social gaming interventions should be challenging, user-friendly, and offer the possibility to communicate. Digital co-designed interventions that are feasible, challenging, intuitive, and trigger meaningful communication may strengthen social interactions in older adults. They may be a relevant social support tool in periods of interaction limitations due to functional impairment or social isolation.

Original languageEnglish
Pages (from-to)274-290
Number of pages17
JournalJournal of Gerontological Social Work
Volume66
Issue number2
Early online dateJul 2022
DOIs
Publication statusPublished - 2023

Bibliographical note

Funding Information:
This work was supported by the Netherlands Organisation for Scientific Research (NWO) under Grant 645.003.002. We would like to thank the participants for generously sharing their experiences with us. The research is part of the Social Health Games project, in collaboration with Games for Health and Cooperation Dela.

Publisher Copyright:
© 2022 The Author(s). Published with license by Taylor & Francis Group, LLC.

Keywords

  • co-design
  • digital technology
  • loneliness
  • qualitative research
  • Social contact
  • social isolation

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