ABSTRACT
This paper presents work-in-progress that informs a current understanding of intersectional themes (age, gender, and digital games) that are important, but under-studied, in the player-computer interaction community. This paper draws on a 4-month participant observational study of game play and interest among active older women (aged 63-83, N=14). The results show how gender and age shape digital game interest and play among the participants. For them, being an older woman now means keeping up with the times, being active and helping others. They disregarded digital games that clashed with this identity. When the digital games projected their identity, their play was fun and productive; and led to recommending the games to others. Current and future research activities are outlined.
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Index Terms
- At the Intersection of Digital Games, Gender, and Age: A Participant Observational Study with Active Older Women
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