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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

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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).

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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. In the focus groups and contextual in- the Dutch SeniorWeb page and at a senior quiries, the emphasis was on the perceived summer course that was given in the Mozes benefits of digital game play (for instance, and Aaron church in Amsterdam (The Neth- social interaction), preferred game content, erlands). In the advertisement it was stated and the barriers seniors face. In the contex- that the topic of the focus groups was about tual enquiries, additional contextualised and digital gaming, to recruit seniors who have observation-based data was gathered about an interest in the subject matter. Moreover, the ongoing gaming experience, rituals, and criteria for participation were being 65 years social and game-play environment. With of age or older and playing digital games at this knowledge, we can maximise the util- least a couple of times a year. All partici- ity of digital game play for seniors, thereby pants were paid €10,- as a compensation for potentially creating a more fulfilling digital their time in the study. Of the avid gamers experience, and appealing to a wider senior (FG1), four participants played digital games audience than is currently the case. every day, three of whom played digital games between one and three hours, and Study 1: Focus group explorations one between 30 minutes and one hour. One Methodology of the avid gamers showed a keen interest in Using a focus group is a discussion tech- digital gaming, however, he did not play dig- nique where participants in an interactive ital games on a regular basis. Of the casual small-group setting are encouraged to dis- gamers (FG2), two played every day, one cuss amongst themselves about a particular of whom played between 30 minutes and topic. A moderator is present to provide the- one hour, and one played less than 30 min- matic guidance and to pose probing ques- utes. Two of the participants in FG2 played tions on issues that need further exploration. every week between 30 minutes and one Focus group studies are generally carried hour, and one hardly ever played games. All out in quite an informal atmosphere with participants were pensioners. Three of the great emphasis on group talk and interac- participants in FG1 and two in FG2 lived tion. Two focus group studies were per- together with their partner. Nine of the par- formed with avid and casual senior gamers ticipants were frequent Internet users. Most

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participants had a higher education than pants play games for fun, educational value, High School, except one in FG1. to increase skills, train cognitive abilities, pass time, increase self-esteem, etc.? The Location and Equipment third topic of discussion was about violence Both focus group studies were held at the in digital games. From the study of Aison Uselab of the Human-Technology Interac- et al.17 and from discussions with members tion group at the Eindhoven University of of the Dutch SeniorWeb organization (per- Technology (The Netherlands). The Uselab sonal communication, March 5, 2008), it is a comfortable and informal room similar became apparent that most seniors seem to to a living room, outfitted with unobtrusive, have strong negative perceptions about ag- state-of-the-art audio and video equipment. gression and violence in digital games. It is unclear what types of games are classified All instructions and questions were read by seniors as violent, and what aspects of a from printed cards. Audio was recorded by game would contribute to this classification. two pointing-microphones, and video was Strategy games like Age of Empires or puz- recorded by three ceiling mounted cam- zle adventure games like Sherlock Holmes era’s. Both audio and video recordings were contain violent content, but could be inter- recorded digitally on a Personal esting and pleasurable for seniors, due to the (PC). Audio that was relevant to the topic of historic setting, slow pace and familiar con- discussion was transcribed and categorized tent. The fourth topic of discussion involved afterwards. an exploration of the perceptions, opinions, beliefs and attitudes of seniors regarding so- Topics of Discussion - Questions cial interaction in digital games. The study of In focus group research, it is important that Sherry et al.11 showed that for young adults, participants do not have the possibility to the most prominent of the motivations for prepare arguments and opinions before- game use were social in nature. For seniors hand. Because of this, participants were to overcome loneliness and meet other peo- only informed about the main topic of inter- ple, multiplayer gaming (via Internet, Intran- est (seniors and digital gaming) before the et or shared play) with friends, family, and/ actual focus group took place. The focus on or fellow residents of senior homes, can be the motivations of seniors for playing dig- of great value to their social life. However, ital games and their digital gaming needs from a preliminary exploration study on a was set during the group discussion by the Belgian senior gaming forum in 200820 it ap- moderator. Besides informal group talk and peared that most seniors play digital games sharing experiences with gaming, the par- (for instance, Zylom games21) that provide ticipants were provided with five topics to little means for social interaction with other guide the discussion. players or multiplayer options. In the fifth topic of discussion, gaming interface con- The first topic of discussion was about the straints were considered. During the years, games the participants play or would ideally gaming interfaces have changed from sim- like to be playing. Little is known about the ple two-button input devices and simple op- type of digital games seniors play or (would) tion menus (start, save, load) to multi-button prefer to play. If the participants mention input devices and numerous menus, options certain digital games they would like to play, and settings. Because, in general, seniors it is interesting to gather knowledge about are less experienced than young adults with reasons for not already playing these games current technologies like the computer and (for instance, costs, availability, and system the Internet, it is likely that seniors will face requirements). In the second topic of discus- difficulties when operating these complex sion, seniors were asked about their motiva- game interfaces. tions for playing these games. Do the partici-

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Procedure Results The participants were welcomed with cof- Results for the focus groups are presented fee, tea and cookies. Information was given per discussion topic. The focus groups were about the focus group procedure, which was held in Dutch. The quotes have been trans- followed by an introduction round. After this, lated into English for the purpose of this participants were asked to read and sign an paper. To prevent distortion of the original informed consent form. The informed con- messages, the quotes have not been modi- sent stated what was being studied, ensured fied to create full sentences. Clarifications anonymous analysis, announced that video, are presented above the quotes and be- audio, and image recordings were going to tween brackets within the quotes. be made, and made clear to the participants that they could withdraw their consent and Question 1: What type of digital games do cooperation at any given point in time dur- you play, and if everything were possible, ing or after the session. After signing the in- what would you like to play? formed consent, participants were asked to Four of the avid senior gamers in FG1 and four briefly report what their experiences were of the casual senior gamers in FG2 played the with playing digital games (for instance, same type of casual games. Casual games whether they played digital games on the can be characterized by their simple in-game console or PC, for how long they had been rules and can be played satisfactorily within a playing and why they started playing digital short time-span. The main focus in the design games). This was followed by a discussion of a is on game-play instead of on the five key topics described above. After extended story-lines and graphical quality. Ex- the discussion, the moderator summarized amples of popular casual games are: Patience/ the main points that had been covered, and Solitaire, Mine Sweeper, and Bejeweled. the participants were asked if they agreed on the summary. After this, participants Eight of the ten participants played digital were asked if they had anything to add or card games like ‘Solitaire’, and four played share that was on their mind, followed by a digital math games like Sudoku. Two of the questionnaire to gather demographic char- participants in FG1 played golf on the com- acteristics. Finally, they were thanked, de- puter, and two played digital board games briefed by means of an information sheet (for instance, Rumicub). One of the partici- and paid for participation. The total focus pants in FG1 additionally played group session took about one hour and 30 games like , online Flash games minutes (Figure 1). (for instance, Samorost), and embodied games on the Nintendo Wii.

Most participants reported that they would like to play games they played in the past (for instance, text based adventures), which are not directly available or cannot be played on modern machines.

“...Railroad Tycoon would be very nice, in Dutch, and not that fast. In the past, you could nicely watch it (the game), in a slow pace, but now everything goes so incredibly fast. The graphics were not that nice, but it (the games) really captivated me. And that is what I miss these days.” (P2-FG1, Female (F), Figure 1. Overview picture of focus group 2 (FG2) 66 years old (66))

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“I think it would be nice if there was a game you can give names (in the game). I used like a puzzle (jigsaw). You set it aside and car- the name of my sister, who is a feminist. So ry on playing two days later...” (P3-FG1,F,70) then I think; let’s use three women (as vir- tual co-players). I also have a younger sister, Some participants reported that they were sat- and she is, well, she likes that (flirting with isfied with the games that are available today. guys). So then I use three nice men (as vir- tual co-players)…and that is how I am busy “There is a lot of choice in (digital) games. with that thing.” (P2-FG2,F,77) I think (at SeniorWeb) you can choose out of at least 50 games, of which you keep a Question 3: What do you think about vio- couple (on your computer) and keep play- lence in digital games? ing them.” (P5-FG1,F,65) All participants reported that they were in- tensely against violence in digital games and Question 2: What are your motivations for the subject brought up memories of the Sec- playing digital games? ond World War. Most participants reported that they played digital games for relaxation, fun, and to pass “A game is played deliberately; in which time. there should not be a past (World War II) close by in it. That is too much of a burden.” “I play a lot, simply because I find it (digital (P3-FG1,F,70) gaming) relaxing.” (P5-FG1,F,65) “Horrible of course...It (war) is not a game.” “When I am very busy with things, then there (P4-FG1,F,65) will come a moment when I think; now I will need a break. After the break I can carry Most participants were especially worried on quite well. How do you stop (being busy about the effect of violence in digital games with things)? Take a cup of coffee, or watch on their grandchildren. something at TV, or play some FreeCell. Most often, at those moments I will do that game “I think it (violence in digital games) is hor- (FreeCell). A postponement of or a reward rible that it exists. I also think this when you for (the work you have done)” (P4-FG2,F,69) watch it on television, whenever there are those horrible violent movies on it at mo- The challenge to progress and beat high ments that children watch. I think it is the scores were also reported as motivations for same with those violent games. I cannot playing digital games. imagine that a child, after watching such a movie, is able to sleep well. They will “With double patience, you play against the dream about it…especially small children.” machine. He (the computer) wins many (P3-FG2,F,67) times, and that is an incentive.” (P3-FG1,F,70) “I would not advise my grandchildren such In addition, one of the participants liked to a (violent) game, also not in such movies... pretend she was someone else in a game Especially now, when the Second World and really enjoyed creating a virtual charac- War is in the news. I do not get it why vi- ter, based upon either of her sisters, and then olence should be a part of it (gaming).” create virtual co-players, who could relate to (P1-FG1,M,73) her sisters’ sexual or ideological preference. Some participants carefully put violence in “I own the Mahjong game…I do not have digital gaming into perspective. For exam- any family here (to play digital games with), ple, one participant reported that although so then I play with three virtual people, who she did not feel comfortable with violence in

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gaming, a sort of battle is inevitable in most a golf game, PGA golf...we played that with digital games (for instance, even the amiable the four of us, with two couples, taking turns, plumbers ‘Mario’ and ‘Luigi’ in the Nintendo and that was exciting!” (P2- FG1,F,66) game ‘Mario Bros’ have to defeat enemies). Question 5: Have you experienced prob- “I do not feel comfortable with it. If there is lems with the computer or console? brute violence in a game, I will not buy it. Most participants initially reported that they However, you cannot escape the fact that a did not experience any problems with the game with some tension in it contains a fight computer or console. However, eventually, of some sort.” (P2-FG1,F,66) the participants in FG1 reported problems about changing game settings. In addition, one participant reported that some violence in digital gaming could serve “...problems with the settings…especially as a relief. graphical and sound settings. It should be perfectly geared to your system; else you “You should be able to get rid of some ag- will face a lot of problems.” (P2-FG1,F,66) gression; I think that that will give some comfort. But those murders, and those urges, One participant complained about the size and seeing it too much…well that scares of the playing cards in the game ‘Solitaire’ me.” (P1-FG2,M,72) and that there is no option to enlarge them. In addition, he mentioned the time limit that Question 4: What is your opinion about is present in most games as a burden and playing digital games with others? the others agreed that this is a common ob- Most participants reported that they did not stacle in digital game play. feel any need to play digital games with oth- ers. Nobody felt like playing games over the “Small playing cards and that you cannot al- Internet, especially when playing with an ways enlarge them, and that you are bound unknown person. A number of participants to a certain time limit.” (P1-FG1,M,73) had rather negative opinions about mul- tiplayer gaming, especially related to per- Some of the participants reported that they ceived obligations towards other player(s). faced problems with understanding the manual.

“That is not my cup of tea, because then I am “It would be pleasant if there was a more sim- committed to sit there (behind the PC) at ple manual.” (P2-FG1,F,66) “In Dutch.” (P5- certain times.” (P5-FG1,F,65) FG1,F,65) “One A4 sheet should be enough to start something up.” (P2-FG1,F,66) “I do not think it is practical and not that easy because my grandchildren live abroad. Time Study 2: Contextual inquiries at home differences etc., I do not know, no I do not Methodology think so. I also think that I will think then The main goal of the contextual inquiries like…then I have to (play a game), while I was to gain additional insight into the con- am not in the mood.” (P4-FG2,F,69) text in which seniors play digital games and the ongoing senior gaming experience. Con- However, one of the participants reported textual inquiry consists of both interviewing that she really liked playing digital games and observing users in their natural environ- with others in the same room, and some of ment. To gather explorative data in a wide the other participants did like the idea. range of contexts, seniors who use different gaming platforms (PC, handheld, and con- “I like it (playing digital games with others). sole) were asked for participation. Four con- When my husband was still alive, we had textual inquiries were planned at the homes/

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apartments of senior gamers using different noon, evening and at night in the living and gaming platforms (for instance, PC, console, study room. and handheld). ‘Elizabeth’ is a 76-year-old female, house- Participants wife, who has been living together with her Four Dutch seniors participated in the con- husband for 30 years in a terrace house. She textual inquiries. The participants were re- worked at a hospital as an administrative as- cruited from an advertisement at the Dutch sistant and travelled all over the world with SeniorWeb page, at the SeniorWeb ambas- her husband. She loves knitting and painting. sador days, and via friends and relatives. Cri- She started playing games in the beginning teria for participation were being 65 years of the 1980s at work. She played ‘Dracula’ of age or older and playing digital games at with her colleagues, and enjoyed the com- least a couple of times a year. Participants petitive element. She owns a PC (Windows were sent an invitation by e-mail or called XP) with a 17-inch TFT-monitor and a Laptop by phone. The contextual inquiries took that has not been used yet. She has a sub- place at the participants’ homes. All partici- scription for one year to Zylom (www.zylom. pants were paid €15 as a compensation for com), an online casual games portal. Her fa- their time in the study. vourite games are Around the World in 80 Days, Heroes of Hellas, and Catan (digital ‘George’ is a 71-year-old male who lives card game). She plays games every day be- alone in a senior apartment. He had his tween 16.00 - 18.00 hours, and after dinner own photo shop, and was a rally driver for until 20.00 hours, for one to three hours, in 10 years in the 1970s. He wanted to be a a study/guest room on the first floor. pilot or captain. He started playing games in the beginning of the 1980s. He bought an ‘Jane’ is a 70-year-old female, housewife, ATOM clone Personal Computer (PC), and who lives alone in a freestanding house. She played , chess and Pacman. visits friends, likes to do crossword puzzles, He owns an XBOX 1 with wheel (Figure 2) loves humour, follows a computer course, and pedals, large wide screen CRT TV, a PC and is trying to give meaning to her life. She (Windows XP) with a 22-inch widescreen started playing games about a year ago. She TFT, and a Laptop with VISTA installed. His received a Nintendo DS as a present from favourite games are Flight Simulator, DTM her son. She owns a PC and the Nintendo Racer, and various card games. He plays DS. Her favourite game is a game collection, digital games every day, between 30 min- Touchmaster, on the Nintendo DS. She plays utes and three hours. He plays in the after- games in the afternoon, in the evening dur- ing commercial breaks at TV, and on Sunday morning, for 30 minutes to one hour. She plays digital games in the sun room/kitchen and on the couch in the living.

‘Albert’ is a 64-year-old male, pensioner, who has been living together with his wife for at least 30 years in a terrace house. He worked on Electron Microscopes at a large company. He tried to give meaning to his life after retirement. He paints, likes to do cross- word- and math puzzles, and he teaches computer courses. He started playing games in the beginning of the 1980s. He built his Figure 2. George playing DTM racer on the XBOX own clone PC and back then, Flight Simula-

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tor was used to test the IBM compatibility Results of clones. He played text based adventures The results of the contextual inquiries will and Larry. He owns a PC with a 17-inch TFT- be described in two sections. First, similar monitor and a . His favourite game to our presentation of the focus group re- is Microsoft Flight Simulator 2004. He plays sults, the interview results will be presented digital games a couple of times a week, in following the discussion guideline. Secondly, the evening when his wife is taking a shower, the contextual and behavioural observa- for 30 minutes to one hour. He plays games tions will be presented in a thematic fashion. on the first floor in a small study room. The results for the first question about what games the seniors played are included at Equipment the participants’ section. Again, the quotes In the contextual inquiries, audio was re- have not been modified to create full sen- corded by a digital voice recorder, and tences. Clarifications are presented above video was recorded by a camcorder. Audio the quotes and within the quotes between was transcribed and categorized afterwards. brackets.

Procedure Question 1: What are your motivations for The researcher was welcomed with coffee playing digital games? and cookies. After an informal talk, the re- Similar to the focus groups, most par- searcher and participant went to the room in ticipants reported that they played digital which the participant played digital games. games for relaxation, fun, to pass time, and Information was given about the contextual for the challenge. inquiry procedure. After this, the participants were given an informed consent form on “Brain training, yes, very clear, and of course which they could give permission for audio, for fun…I would say hitting two birds (train- video, and image recordings. A questionnaire ing and fun) with one stone...” (Elizabeth) was given to gather the participants’ charac- teristics. After this, an introduction question “I like doing it (playing the game ‘Flight Simu- was given by the researcher and the partici- lator’). It is similar to solving a cryptogram. pants were asked to report briefly what their At a certain moment in time, you solved experiences were with playing digital games. 90% of the cryptogram, and then it takes a This was followed by a semi-structured tradi- couple of hours to solve the final 10%, and tional interview with the same five key ques- that gives a certain amount of satisfaction. tions that were also discussed during the That is similar to Flight Simulator. Having a focus group studies. In addition, participants good flight for once, planning the route, and were also asked to describe how a digital a decent landing” (Albert) game is played (from starting the system to shutting down the system). After this, the re- One of the participants reported that child- searcher’s role switched from an interviewer hood dreams might be the motivation for to an apprentice mode, and the participant playing the Flight Simulator game. became the master. The participant was asked to start up the system, select a game, “Because I like it (playing the game ‘Flight play a game, shut down a game, and to shut Simulator’) and flying might be something of down the system. Additional tasks were in- the past, because you might have wanted to cluded if these were performed regularly be a pilot...” (George) by the participant (for instance, switching games, changing user settings). Finally, they One participant reported that she played were thanked, debriefed by means of an in- games to relieve the sadness and loneliness formation sheet and paid for participation. she experienced after her husband passed The contextual inquiry took about two hours. away.

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“Pastime, actually to give meaning to the day, children. They have a lot of fun when they because I, well... When I feel sad or lonely, I beat granddad...” (George) will grab that...” (Jane) Question 5: Have you experienced prob- Question 2: What do you think about vio- lems with the computer or console? lence in digital games? All participants were skilled gamers and ini- Again, most participants reported that they tially reported that they did not experience were against violence in digital games. any problems with the computer or console. One of the participants reported that the “All wrong. Today’s violence originates to a overall and in-game speed of one of the dig- large extent from playing fighting games...” ital games she played was too fast. (Elizabeth) “It is all clear (the computer and digital “I do not want to think about it (violent games). Well, except for (the game) ‘Around games). I think it is horrible. It (digital games) the world in 80 days’. I am at Level 77, and should just be friendly. There is already so it is so hard to pass (to level 78). I am pulled much misery in the world...” (Jane) back every time...” (Elizabeth)

“Very negative. I am against violence.” Moreover, one of the participants reported (George) that she did not understand in-game rules.

The latter participant did report that he liked “Yes, I have (experienced problems with to outsmart the police in a (A2 digital games). I play a game, but do not un- Racer by Davilex): derstand it. I win points, but totally do not understand how...” (Jane) “In a game I like to outsmart the police, but there should not be any deaths, not to run Many interesting findings of a contextual over people...” (George) inquiry cannot be transcribed, simply be- cause they are behavioural observations, or Question 3: What is your opinion about reports that are context dependent. In the playing digital games with others? upcoming paragraph, the most noticeable As reported during the focus groups, most and relevant findings are presented. participants reported that they did not feel any need to play digital games with others. Game preferences and motivations to play One of the participants was afraid to be- All participants enjoyed playing casual come lonelier by multiplayer gaming. games like Patience or Bejeweled (Figure 3). These games were the main gaming ac- “I feel no need for that. I think it falls in the tivity for the female participants, while for same category as chatting (on the computer). the male participants, casual games were It is totally different from meeting people in played as an activity between main activi- real life. Else you will still be lonely, and that ties or when they had to wait for a certain is not what we are looking for...” (Elizabeth) task to finish (for instance, virus scanner, Windows update). The male participants One of the participants reported that he preferred real-life graphics and scenarios played digital games with his grandchil- in a game, while the female participants dren, however, he did not like losing to a preferred colourful cartoon-like graphics. grandchild. None of the participants played multiplayer games, but the underlying reasons differed “I am afraid that I am not good enough. I (see above). One of the participants really have played on the XBOX with my grand- enjoyed playing turn-based with her (grand)

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one of the participants’ partners suffered from a medium stage of dementia. These participants mentioned that digital gaming helped them to forget about the sorrow. It is interesting to note that the participant, whose husband had dementia, stopped talk- ing about the sorrow when the game started, and started smiling and really enjoyed play- ing. During game play, she started talking about all the places she has been with her husband, which was likely triggered by the game setting (Egypt). After game play, she Figure 3. Screen capture of Bejeweled®2 by Pop- immediately returned talking about her hus- Cap games band and the shared activities that were not possible any more. The participants who children, but hardly ever did because there still lived together with their partner played was not enough opportunity or time for it. in a computer room and cared about their In contrast, one of the participants disliked privacy, while the participants who lived playing multiplayer or turn-based play with alone played wherever they pleased and felt his grandchildren, because his grandchildren most comfortable. derived pleasure from his failure. Two of the participants mentioned that they played dig- Usability problems ital games to train their brain and reflexes. Various usability problems with the system and in-game interfaces were observed. For All participants enjoyed explaining to the re- example, the power and restart button on searcher how the games were played. When the XBOX 1 system are difficult to distinguish, the participants started a game, they were which resulted in frequent power-offs while rushed and rapidly clicked away the game the user’s intention was a restart. Although developers’ advertisements and introduction one of the senior participants was quite able movies. All participants became immediately to operate the small Nintendo DS interface, immersed in the game and forgot about the she did have sore eyes and experienced researcher’s presence. When the researcher dizziness after she played for a while. Most asked a question about certain in-game behav- usability problems were experienced with iour, some of the participants became mildly the in-game interfaces. In a racing game for irritated and ignored the question or raised the XBOX, and in many console games, the their voice. Participants became frustrated user is provided with the option to choose when they were not able to accomplish what between ‘yes’ and ‘no’ (for instance, to an- was intended (for instance, “isn’t this mean!”), swer the question: “Do you want to quit?”). and some even suggested that the researcher’s Both the ‘yes’ and ‘no’ option is coloured, presence caused their failure. However, almost for instance, blue and green. The selected immediately, their frustration turned into cour- option is coloured blue, but with only two age and hope, they excused for their behaviour options it is far from clear which option is and retried the level. An important motivation selected. One of the participants frequently for the seniors to play digital games was to in- chose an option that differed from his goal, crease in-game skills, beating high scores, and which eventually resulted in frustration and advancing to the next level. a loss of situation awareness (for instance, “Where am I?’). Both participants who Digital gaming as an escape from reality started up Flight Simulator for the first time, Two of the seniors that participated in the which takes about three minutes, immedi- contextual inquiry lost their partner, and ately closed the game after it was loaded.

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They both clicked on the top-right cross to everything on the Internet, and used ‘they’, close the game. The participants might have ‘sellers’, and ‘companies’ as a synonym for thought that a Windows program was still the Internet. running and wanted to close it to play the game decently. It is interesting to note that, Positive side effects of gaming although the participants were quite expe- The enjoyment and fun the participants rienced in the games they played, they had experienced from digital gaming were not little knowledge about in-game rules. Game always directly linked to the game play it- play seemed to be based on heuristics and self. In the Flight Simulator game, one of the sometimes even superstition, while the participants enjoyed showing well-known game provided information (for instance, by local places to the researcher by flying over means of progress bars) that explained in- them. The same participant met a woman at game rules. an aquarelle course, whose husband was a flight leader at a Dutch airport, and because Game difficulty he told her that he enjoyed playing Flight The difficulty to finish a game, or to make Simulator, he was invited twice at the con- progress in a game, was a problem that all trol tower at the airport. Eventually this re- participants faced. One of the participants sulted in an invitation to fly gliders, which he had played a particular game for almost half flew four times and hopes to fly many more. a year and was not able to pass the final lev- According to him, this was all due to Flight els simply because the in-game speed was Simulator. Another participant, who also too high at the end. Another participant, played Flight Simulator, was proud to report who was a rally driver in the 1970s, really that he flew over and around Dutch waters wanted to drive the old racing cars from the while carefully inspecting the in-game real- 1950s and 1960s in DTM racer. To unlock time weather, to plan actual sailing trips. As these cars he had to finish certain levels mentioned, two of the participants reported within a predefined time limit, which was that they played digital games to train their too difficult for him. brain and reflexes. One of these participants promoted and defended the educational Care, maintenance & privacy issues value of the digital game she played to chil- All participants operated the systems with dren and teachers. She enjoyed the idea that care and were careful about viruses and children could learn geography and history spyware. Two of the participants always by the fun and pleasure of digital game play. shut down all power, router and power board inclusive, after they played a game. General discussion They did this to protect the system for a The focus group studies and contextual in- lightning strike. The participant who owned quiries presented in this paper provide a rich a Nintendo DS really treated the system and in-depth understanding of seniors who with care. She touched it all the time, or just actually play digital games. New and spe- held it in her hands, like a piece of jewel- cial insights were learned of actual senior lery. Two of the participants were extremely gamers about the type of games they play, careful about viruses and spyware. They run their motivations to engage in digital gam- a full system scan every day and disliked to ing, their gaming needs, their perceptions provide personal information (for instance, and attitudes towards digital gaming, and name and location) to a service or game de- about the problems they face with digital veloper. One of the participants had never game interfaces. played a game she owned, because she had to provide personal information for registra- The seniors who participated in the studies tion before she could play the game. Most played a small variety of game genres, and of the participants were suspicious about kept playing a small number (two or three) of

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the same digital games for months or even means to keep track of their progress. Fu- years. All seniors preferred casual games ture research could explore if seniors would like Patience. Casual games were the main prefer the possibility to share their advances gaming activity for most of the female sen- with their family and friends. Game devel- iors, while for most of the male seniors the opers could also consider to provide sen- casual games were played as an activity be- iors with digital game genres that contain tween main activities. In general, the female (positive) historic settings of their lives (for participants preferred cartoon-like graphics, instance, the coronation of the queen), or while the males preferred realistic graphics. digital games in which they can place mem- ories of the past. Digital game scenarios that All senior gamers mentioned that they play make it possible to fulfil childhood dreams digital games for fun and relaxation (i.e., might also be appealing to senior gamers, enjoyment), which was also found as most for example a game scenario about becom- prominent player experiences in young ing a pilot or successful race car driver. It adults10. From the contextual inquiries it ap- is interesting to note that the senior gamers peared that an underlying intrinsic motiva- enjoyed explaining to the researcher how a tion is to escape from reality (i.e., escapism), digital game is played. A motivational factor either to escape from the sorrow of a de- for seniors to play digital games could be to ceased loved-one or to escape the house- teach others, instead of being trained by the hold and have some private time. Some of game. Teaching others (for instance, young the participants reported that the challenge adults) how a game is played could also in- or suspense to finish a game, to beat high crease social connectedness and interaction. scores, and to improve one’s skills are impor- In future digital , it might be ap- tant motivators to play digital games. Meet- pealing to seniors to provide them with an ing these challenges resulted in enjoyment, in-game option to teach, for example to kids, pride and satisfaction, while not meeting how the game is played. these challenges resulted in frustration and irritation (i.e., negative affect10). However, Similar to the findings of Aison et al.17, all such negative affects were short-lived, and seniors that participated in the focus groups almost immediately motivated the seniors and contextual inquiries showed strong that participated in the contextual inquiries emotional reactions and reported negative to retry and carry on with the digital game perceptions about violence in digital games. they were playing. Another motivation, The subject triggered memories of the Sec- which was expressed by some of the sen- ond World War and the participants were ior gamers, was to stay in touch with society especially worried about the effects of vio- and give meaning to the day, which has not lence in digital games on their grandchildren. been expressed as a motivational factor by Some participants did differentiate between young adults11. Brain training and training re- forms of violence in digital gaming. A small flexes was also mentioned, although these degree of violence like cartoon violence and motivations were more of an appropriate violations of the law were accepted forms, excuse for playing digital games than a pri- whereas games that contain brute and ex- mary motivation. One of the senior gamers plicit violence like murders were unaccept- reported that he played digital games that able. Most digital games that are on the were linked to his childhood dreams and market and displayed in digital game stores one played digital games to bring up memo- involve violence of some degree. For exam- ries of the past. ple, a study by Smith, Pieper, and Choueiti, in 200422, showed that 70% of the video All these motivations can also be expressed game jacket covers of 74 top-selling con- in senior gaming needs. For example, dig- sole games depicted visually one or more ital games could provide senior gamers with instances of violence (for instance, credible

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violent threats, violent behavioural acts, and instance, by means of an Eye-Toy or similar harmful consequences of unseen violence). device) with little focus on competition (for Yet, there are numerous non-violent games instance, cooperative play mode). (An Eye- available that will likely resonate well with Toy is a digital camera that recognizes ges- seniors but are not advertised as such. To tures of players as such that they can interact reduce the costs of an endless search for with the digital game world. The device can senior friendly games, seniors could be be connected to Sony’s PlayStation 2 video provided with a clearly marked non-violent game console.) game section in a shopping store. To overcome barriers that seniors could De Schutter and Vanden Abeele18 stated that face to engage in digital game play, game game play for senior citizens should, among interfaces should incorporate usability and others, incorporate aspects that allow for accessibility guidelines, for example the connecting people. Games should empha- guidelines that can be found in Morrell15. size connectedness, for example via multi- Many senior gamers that participated in the player options and extra forums18. The find- studies faced problems with high overall ings of De Schutter and Vanden Abeele18 are game speed and/or the game speed at the in some contrast with the finding from the end levels. In-game adjustable time or dig- studies reported here. The seniors that par- ital games that adapt to the players’ abilities ticipated in our studies preferred single play- might be needed to support seniors who er games. The participants did not want to face difficulties with time restricted games. be tied to specific times when others would Some participants faced problems with leg- be available, or would expect them to be ibility, for example, manipulating or perceiv- available, to play. Moreover, they clearly ing small playing cards. A highly accessible separated socializing with friends and family option to adjust the overall and in-game in real life from digital gaming. It is possible screen size will certainly help seniors with that the underlying reason for senior gam- age-related visual declines23. Most seniors ers’ negative perceptions about multiplayer that participated in the studies experienced gaming is due to fear of failure. Fear of fail- problems with understanding content that ure appeared to be an experience that pre- is presented in the English language, which vails among the seniors who participated in was also found in a study with Dutch sen- the contextual inquiries. These participants iors operating a digital information retrieval excused themselves for their gaming per- system24. English is used as the primary lan- formance while the observer was present, guage in most digital games that are on the and even became frustrated because, ac- market, and other languages than English cording to them, the researchers’ presence are not always available. Seniors without an deteriorated their in-game performance. In understanding of the English language will principle, multiplayer gaming or shared play certainly benefit from an option to select is tied to certain times, and multiplayer gam- their mother language as the interface and ing incorporates a competition element that in-game language. reveals the gamers’ skills. Both factors likely contribute to negative perceptions about The focus group discussions and contextual multiplayer gaming. It should be mentioned inquiries were one of the first studies that that some of the senior gamers did like the provided rich qualitative data of seniors idea of playing digital games with family or that actually play digital games. Of course, friends in the same room. Because of fear a limitation of the studies presented here of failure and senior mobility issues it might was the small number of participants, which be interesting in future research to examine makes it difficult to generalize the findings the extent to which seniors enjoy multiplay- to the senior population. Moreover, most er games that provide shared presence (for participants were tech-savvy in contrast to

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the general senior population14-16, in par- to the day. Similar to the findings of Aison ticular the seniors who participated in the et al.17, it was found that seniors have nega- contextual inquiries who have been playing tive perceptions about violence in digital digital games for decades. Future research games. In addition, most have no need for is certainly necessary to further explore and multiplayer gaming. A prominent difficulty validate the findings with a wider range of with digital game play was the overall and senior gamers. Nevertheless, the results of in-game speed, which mostly cannot be ad- the studies seem to provide a valuable and justed to age-related abilities. The interface interesting point of departure for future, requirements that are presented in this pa- more elaborate, research on senior gamers. per could be used in the design of senior friendly digital games and systems. From In conclusion, the senior gamers that par- the seniors that participated, it appeared ticipated in the focus groups and contextual that digital game play offers means to en- inquiries played a small variety of digital joyably pass time, to challenge cognition games, mainly of the casual game genre, and reflexes, and to give meaning to the day. and had two to three favourite games that Digital game play can offer many benefits to they kept playing. It was found that the main seniors, and in the paper possible additional motivation to play digital games is for fun benefits were discussed that could increase and relaxation. Important underlying moti- the positive return from digital game play vations were to escape from reality, to stay even more. in touch with society, and to give meaning

Acknowledgements Games_Research_2005.pdf; retrieved June The authors thank the seniors who participated 19, 2008 in the studies and the Dutch SeniorWeb organi- 6. Bouwhuis DG. Parts of life: configur- zation for their support. We gratefully acknowl- ing equipment to individual lifestyle. edge support from the European Commission’s Ergonomics 2000; 43(7):908-919; Framework 6 IST programme. In particular, the doi10.1080/001401300409107 work reported here has been supported by the 7. IJsselsteijn WA, Nap HH, de Kort YAW, Games@Large project (part of the IST - Net- Poels K. Digital Game Design for Elderly worked Audio-Visual Systems and Home Plat- Users. Proceedings of Futureplay 2007, forms programme). 14-18 November 2007, Toronto; pp. 17-22; doi:10.1145/1328202.1328206 References 8. Melenhorst AS. Adopting communication 1. UN. World Population Prospects: The technology in later life. The decisive role 2006 Revision Population Database. 2006; of benefits. PhD Dissertation, Eindhoven http://esa.un.org/unpp/index.asp?panel=1; University of Technology; 2002 retrieved November 24, 2008 9. Beyer H, Holtzblatt K. Contextual Design – 2. UN. World Population Prospects: The Defining Customer-Centered Systems. San 2006 Revision. 2006; www.un.org/esa/ Francisco: Morgan Kaufmann; 1998 population/publications/wpp2006/FS_age- 10. Poels K, de Kort YAW, IJsselsteijn WA. “It ing.pdf; retrieved November 24, 2008 is always a lot of fun!” Exploring Dimen- 3. Entertainment Software Association (ESA). sions of Digital Game Experience using Essential Facts About the Computer and Focus Group Methodology. Proceedings Industry: 2004 Sales, Demo- of Futureplay 2007, 14-18 November graphics, and Usage data; 2005 2007, Toronto, Canada; pp 83-89; doi 4. Entertainment Software Association (ESA). 10.1145/1328202.1328218 Essential Facts About the Computer and 11. Sherry JL, Greenberg BS, Lucas K, Lachlan Video Game Industry: 2008 Sales, De- K. Video Game Uses and Gratifications as mographics, and Usage data. 2008; www. Predictors of Use and Game Preference. In: theesa.com/facts/pdfs/ESA_EF_2008.pdf; Vorderer P, Bryant J, editors. Playing Video retrieved July 1, 2009 Games: Motives, Responses, and Conse- 5. BBC. Gamers In The UK – Digital play, quences. Mahwah: Lawrence Erlbaum; digital lifestyles. 2005; http://open.bbc. 2006; pp 213-224 co.uk/newmediaresearch/files/BBC_UK_ 12. Vorderer P, Hartmann T, Klimmt C. (2003).

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