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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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Bibliographic Details
Published in:New media & society 2015-08, Vol.17 (7), p.1170-1186
Main Authors: De Schutter, Bob, Brown, Julie A, Vanden Abeele, Vero
Format: Article
Language:English
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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.
ISSN:1461-4448
1461-7315
DOI:10.1177/1461444814522945