Senior Gamers: Preferences, Motivations and Needs Henk Herman Nap Phd Yvonne A.W
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Original research Senior gamers: Preferences, motivations and needs Henk Herman Nap PhD Yvonne A.W. de Kort PhD Wijnand A. IJsselsteijn PhD Game Experience Lab, Human-Technology Interaction Group, Eindhoven University of Technology, Den Dolech 2, Eindhoven, The Netherlands E: {H.H.Nap, Y.A.W.d.Kort, W.A.IJsselsteijn}@tue.nl H.H. Nap, Y.A.W. de Kort, W.A. IJsselstein. Senior gamers: Preferences, motiva- tions and needs. Gerontechnology 2009; 8(4):247-262; doi: 10.4017/gt.2009.08.04.003.00 Digital games hold the potential to enhance seniors’ leisure time and social con- nectedness, and provide a mental and even physical workout. However, most digital games that are currently on the market are targeted at the younger audi- ence and contain content that generally does not resonate well with seniors. Sen- ior gamers do exist, yet little is known about them. It is unclear what motivates them to engage in digital gaming, what type of games they play, what problems they face with game interfaces, and what their perceptions and attitudes are to- wards digital gaming. By gathering an in-depth understanding about senior gam- ers, future digital games could be designed in such a way that they are usable, engaging and fun to the senior population. By means of two focus groups and four contextual inquiries, rich, qualitative insight was gained about senior gamers. Results indicate that digital game play offers many benefits to seniors, and in the paper a number of potential strategies are discussed to increase the positive return from digital game play and to appeal a wider senior audience. Keywords: digital gaming, seniors, gamers, perceptions, cost-benefits In 2050, almost a third of the population to resonate well with seniors. Nevertheless, of the United States of America (USA), and senior gamers are on the rise. In the USA more than a third of the European popula- the population of gamers over 50 years of tion will be aged over 60 years1. For the first age increased from 9% in 19993 to 26% in time in history, by 2045, the number of sen- 20084. However, seniors are still an under- iors aged 60+ years in the world will likely represented group compared to the 49% of even exceed the number of children aged 18-49 years olds who play digital games4. less than 15 years2. At the age of 60, most seniors are close to retirement, or have re- In order to gain an improved understanding tired from work, a time most people have of the media consumption patterns across to re-think how to give meaning to the day various demographic groups, the BBC5 com- and enjoyably pass time. This also holds true missioned a study showing that gamers in the for the partners of the retired workers. Dig- age group of 51-65 years of age prefer puz- ital game play has the potential to support zle, board and quiz games. These gamers seniors in creating meaning and enjoying lei- thought there were too many racing, shoot- sure time together or alone, and to train and ing and fighting games on the market, which uphold cognitive and motor abilities. With a perhaps reflects their dislikes about violent few notable exceptions (for instance, Ninten- and rapidly paced digital games. However, do’s ‘BrainTraining’), most digital games that to this date, no substantial data-sets are avail- are on the market are targeted at a younger able about the digital gaming preferences of audience and contain content that is unlikely people who are 65+ years of age. There is Autumn 2009 247 Vol. 8, No 4 G8(4)Original-Nap-v2.indd 1 15-Dec-09 12:22:19 Senior gamers some understanding about the way prefer- changes in perception, cognition, and mo- ences are construed, and that preferences tor control13 are likely to have an influence are likely to be influenced by the appraisal of on specific gaming preferences, motivations, the perceived costs and benefits. and needs. For example, seniors might en- joy digital games that contain content and Bouwhuis6 stressed that the use of new tech- in-game rules related to the card and board nologies is subject to a cost-benefit analysis. games they played when they were young For example, if the investment of seniors to (for instance, the games Tarbish, Ludo) and play a digital game (for instance, complex derive little enjoyment from digital games controls that need to be learned) is higher that require learning complex and fast mo- than the return (for instance, enjoyment) tor skills (for instance, Soulcalibur, Tekken). then the utility of digital game play will re- main zero. The same holds true for a highly Research that focuses on the possible bar- accessible digital game system that provides riers (i.e., costs) that seniors face in digital little benefits, for example low return by un- game play is also still in its infancy. For tech- interesting and unsatisfactory game content. nology in general, it has been found that IJsselsteijn, Nap, de Kort, and Poels7 argued age-related changes have an influence on that in such a cost-benefit analysis, the role how well existing technologies can be used, of benefits is more pronounced for the sen- as well as how new technologies are learned ior population. As suggested by IJsselsteijn et to be used14,15,16. Age-related changes and al.7 most seniors need to perceive substantial experience with technologies will likely in- benefits in digital game play before they are fluence successful and enjoyable game play7. willing to invest their valuable time and en- ergy in what could potentially be a rich and Although the percentage of senior gamers is rewarding experience. In fact, a perceived steadily increasing, relatively little is known lack of benefits from new technologies such about them. It is unclear what type of games as digital gaming, irrespective of perceived seniors play, what motivates them to engage costs, is reason enough for seniors to reject in digital gaming, what their gaming needs a new technology8. For a new technology are, what problems they face with digital to be accepted and liked, it should also fit gaming interfaces, and what their percep- into the daily lifestyle and personal environ- tions are about digital gaming. By gather- ment of the user6, or as stated by Beyer and ing an in-depth understanding about senior Holtzblatt9, it should fit into the fabric of gamers, future digital games could be de- every-day life. signed in such a way that they are usable, engaging and fun to the senior population. The benefits of digital game play have been To our knowledge, two studies17,18 addressed studied extensively with young adults10,11,12. the gaming motivations and attitudes of sen- Sherry, Greenberg, Lucas and Lachlan11 iors in general, however, not of senior gam- found six dominant dimensions of video ers. Most of the participants in these studies game use that included ‘arousal’, ‘challenge’, were non-gamers, who were either faced ‘competition’, ‘diversion’, ‘fantasy’, and ‘so- with gaming for the first time17, or were non- cial interaction’. The most prominent of the gamers who participated in the design of motivations for game use were social in na- new game concepts18. The study of Aison, ture. In addition, diversion and arousal were Davis, Milner and Targum17 demonstrated also important predictors of time spent play- that video games have a strong appeal to ing digital games11. It is possible that there is senior non-gamers, and the main motivation an overlap between the motivations of sen- for selecting games in a game play session iors to play digital games and those of young during the study was based on their prior adults. However, senior specific lifetime knowledge or familiarity with the game con- experiences, world knowledge, age-related tent (for instance, sports games, card games). Autumn 2009 248 Vol. 8, No 4 G8(4)Original-Nap-v2.indd 2 15-Dec-09 12:22:19 Senior gamers The main message of the study by De Schut- to elicit Perceptions, Opinions, Beliefs, and ter and Vanden Abeele18 is that gameplay for Attitudes or POBAs19 about digital gaming, seniors should not only focus on the activity and to gather their motivations and needs itself, but also on connecting people, per- for playing digital games. sonal growth, and contributing to society. Participants This paper presents two exploratory stud- Ten Dutch senior gamers participated in the ies each employing a different qualitative focus groups; one which consisted mainly method, i.e., focus groups and contextual out of avid gamers (FG1) and one which inquiries, in order to investigate the motiva- consisted mainly out of casual gamers (FG2). tions and needs of seniors in playing digital Although it is difficult to make a clear dis- games. In contrast to previous work in this tinction between avid and casual gamers, area, the qualitative investigations included avid gamers can roughly be described as seniors who could be considered active people who play digital games on a regular gamers, allowing them to reflect on their basis as a main leisure activity, whereas cas- own current senior gaming situation, and ual gamers play digital games infrequently their perceptions of strong and weak points as a break between main activities. In FG1 of currently available games. Such knowl- and FG2 there were both 4 females and 1 edge can provide content and design re- male (FG1: mean age=67.8, SD=3.6, FG2: quirements for future digital games, as well mean age=70.0, SD=4.7). The participants as for gaming interfaces, systems and con- were recruited from an advertisement at trols.