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The domestication of digital games in the lives of older adults
The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the domestication framework developed in the 1990s. A qualitative study was performed with 35 participants aged between 49 and 73, who were targeted purposefully from a larger...
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Published in: | New media & society 2015-08, Vol.17 (7), p.1170-1186 |
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Main Authors: | , , |
Format: | Article |
Language: | English |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | The current study aims to integrate the findings of previous research on the use of video
games by older adults by applying the domestication framework developed in the 1990s. A
qualitative study was performed with 35 participants aged between 49 and 73, who were
targeted purposefully from a larger sample of 213. The analysis revealed how older adults
appropriated digital games using pre-existing, public and co-constructed meanings, as well
as how such meanings influence the incorporation of digital games in their daily routine.
The study also reveals how the transformation of personal meanings into the public realm
can be obstructed by social factors. Finally, the usefulness of the domestication
framework for this topic of study as well as implications for future research are
discussed. |
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ISSN: | 1461-4448 1461-7315 |
DOI: | 10.1177/1461444814522945 |