Abstract
This chapter analyzes game creation as a way to promote intergenerational participation, develop new learning opportunities, and help reduce generational segregation through the use of ICT. We start discussing the current societal challenges including digital ageism, digital access, and interaction (Sawchuk and Lafontaine 2015) among elders and the generation segregation (Thang 2011). We then introduce the activities developed within the Silver Gaming group in the Ageing + Communication + Technologies partnership project (http://www.actproject.ca) to advance our understanding of how applied research activities can contribute to the development of participatory game creation and different types of digital games (Romero and Loos 2015). Within the context of the ACT Silver Gaming activities, this chapter explores four instances that used game creation as an intergenerational participation activity. The first activity, held in a secondary school of the Québec City metropolitan area used making a game to bring together the life narrative of an older adult who had immigrated to Québec with secondary level students. The second and third occurrences were held during the Silver Gaming International Summer School (SGISS) in August, 2015, reuniting participants starting from secondary level students and adults from different ages groups. The fourth instance was a workshop held in September, 2015, at an intergenerational activity day at La Maison Léon-Provancher, a Québec city-based organization that is promoting biology, science, and technology to grade-school children and the community, including their parents and grandparents. We end the paper by discussing the limits and opportunities of the game creation as a way to promote, through creative uses of ICTs, intergenerational participation, and learning.
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Ouellet, H., Romero, M., Sawchuk, K. (2017). Promoting Intergenerational Participation Through Game Creation Activities. In: Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (eds) Game-Based Learning Across the Lifespan. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-41797-4_6
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