Advertisement

Play It Again, Grandma: Effect of Intergenerational Video Gaming on Family Closeness

  • Loretta L. Pecchioni
  • Sanela Osmanovic
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10926)

Abstract

Population aging, one of the sturdiest demographic trends of the past few decades, is leaving a substantial mark on the relationships and the structure of family. Three and even four generations are now in a position to spend significant parts of their lives together, making it increasingly important to form and maintain strong bonds among older and younger adults in families. One way to achieve this is through shared activities appealing to both sides of the age spectrum. In this study, we examined the potential of joint video gameplay to build or restore intergenerational family relationships. Participants (n = 183), mainly grandparents and grandchildren, were asked to play video games together over a period of six weeks. Before and after the treatment, participants completed a modified version of the questionnaire on the inclusion of the other in self as the measure of relationship closeness, as well as responded to a series of open-ended questions post-treatment. Results indicate a significant increase in the inclusion of other in the self. A comparison group (n = 88), tasked with having conversations with the same stipulations, yielded considerably less significant results. These findings suggest that video games as a shared activity hold the potential to positively impact family relationships by increasing relationship closeness, and thus improve the lives of both younger and older generation.

Keywords

Older adults Video games Inclusion of other in self Intergenerational gaming Family relationships Interpersonal relationships 

References

  1. 1.
    Huizinga, J.: Homo ludens, a Study of the Play-Element in Culture. Roy, Oxford (1955)Google Scholar
  2. 2.
    Radoff, J.: Game On: Energize Your Business With Social Games. Wiley, New York (2011)Google Scholar
  3. 3.
    Castronova, E.: Synthetic Worlds: The Business and Culture of Online Games. University of Chicago Press, Chicago (2005)Google Scholar
  4. 4.
    Juul, J.: A Casual Revolution: Reinventing Video Games and Their Players. MIT Press, Cambridge (2010)Google Scholar
  5. 5.
    Kent, S.: The Ultimate History of Video Games: From Pong to Pokemon. Three Rivers Press, New York (2001)Google Scholar
  6. 6.
    ESA: 2017 Essential facts about the computer and video game industry (2017). http://www.theesa.com/wp-content/uploads/2017/04/EF2017_FinalDigital.pdf
  7. 7.
    Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Salminen, M., Kivikangas, M.: Spatial presence and emotions during video game playing: does it matter with whom you play? Presence Teleoperators Virtual Environ. 15(4), 381–392 (2006)CrossRefGoogle Scholar
  8. 8.
    Wohn, D.Y., Lampe, C., Ellison, N., Wash, R., Vitak, J.: The “S” in social network games: Initiating, maintaining, and enhancing relationships. In: Proceedings of 44th Annual Hawaii International Conference on System Sciences. IEEE Computer Society, Kauai (2011)Google Scholar
  9. 9.
    Coyne, S.M., Padilla-Walker, L.M., Stockdale, L., Day, R.D.: Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes. J. Adolesc. Health 49(2), 160–165 (2011)CrossRefGoogle Scholar
  10. 10.
    Osmanovic, S., Pecchioni, L.: Beyond entertainment: Motivations and outcomes of video game playing by older adults and their younger family members. Games Cult. Spec. Edn. Games Ageing 11, 130–149 (2015)Google Scholar
  11. 11.
    Osmanovic, S., Pecchioni, L.: Family matters: the role of intergenerational gameplay in successful aging. In: Zhou, J., Salvendy, G. (eds.) ITAP 2016. LNCS, vol. 9755, pp. 352–363. Springer, Cham (2016).  https://doi.org/10.1007/978-3-319-39949-2_34CrossRefGoogle Scholar
  12. 12.
    de la Hera Conde-Pumpido, T., Loos, E.F., Simons, M., Blom, J.: Benefits and factors influencing the design of intergenerational digital games: a systematic literature review. Societies 7, 18 (2017)CrossRefGoogle Scholar
  13. 13.
    Zhang, F., Kaufman, D.: A review of intergenerational play for facilitating interactions and learning. Gerontechnology 14, 127–138 (2016)CrossRefGoogle Scholar
  14. 14.
    Lin, M., Harwood, J., Bonnesen, J.L.: Conversation topics and communication satisfaction in grandparent-grandchild relationships. J. Lang. Soc. Psychol. 21(3), 302–323 (2002)CrossRefGoogle Scholar
  15. 15.
    Costa, L., Veloso, A.: Being (grand) players: review of digital games and their potential to enhance intergenerational interactions. J. Intergenerational Relat. 14(1), 43–59 (2016)CrossRefGoogle Scholar
  16. 16.
    Loos, E., Zonneveld, A.: Silver Gaming: Serious Fun for Seniors? In: Zhou, J., Salvendy, G. (eds.) ITAP 2016. LNCS, vol. 9755, pp. 330–341. Springer, Cham (2016).  https://doi.org/10.1007/978-3-319-39949-2_32CrossRefGoogle Scholar
  17. 17.
    Aron, A., Aron, E.N., Smollan, D.: Inclusion of Other in the Self Scale and the structure of interpersonal closeness. J. Pers. Soc. Psychol. 63(4), 596–612 (1992)CrossRefGoogle Scholar
  18. 18.
    Agnew, C.R., Van Lange, P.A.M., Rusbult, C.E., Langston, C.A.: Cognitive interdependence: commitment and the mental representation of close relationships. J. Pers. Soc. Psychol. 74, 939–954 (1998)CrossRefGoogle Scholar
  19. 19.
    Mashek, D.J., Aron, A., Boncimino, M.: Confusions of self with close others. Pers. Soc. Psychol. Bull. 29(3), 382–392 (2003)CrossRefGoogle Scholar
  20. 20.
    UN: World Population Prospects. Key Findings and Advanced Tables. 2017 revision. United Nations, New York (2017)Google Scholar
  21. 21.
    Loos, E.F.: Designing meaningful intergenerational digital games. In: International Conference on Communication, Media, Technology and Design, Istanbul (2014)Google Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Department of Communication StudiesLouisiana State UniversityBaton RougeUSA

Personalised recommendations