Please use this identifier to cite or link to this item:
http://hdl.handle.net/10773/31586
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Costa, Liliana Vale | pt_PT |
dc.contributor.author | Veloso, Ana Isabel | pt_PT |
dc.contributor.author | Loos, Eugène | pt_PT |
dc.date.accessioned | 2021-07-15T16:15:48Z | - |
dc.date.available | 2021-07-15T16:15:48Z | - |
dc.date.issued | 2019 | - |
dc.identifier.isbn | 978-3-030-22014-3 | pt_PT |
dc.identifier.uri | http://hdl.handle.net/10773/31586 | - |
dc.description.abstract | Digital games are frequently described as media that can be crucial in strengthening relationships, enhancing cognitive skills and providing social support. Although considerable empirical research on the use of digital games in youth and stereotypes on gender or ethnicity has been widely covered, there have been few studies on age stereotyping in the game context. In addition, this type of stereotype – game-ageism is likely to negatively affect age identity and intergroup communication amongst players, which could hinder to bridge the gap between different generations. Drawn on a literature review, this position paper introduces the concept of game-ageism as an age stereotype that is still set in our game culture. It also seeks to remedy this problem by suggesting an opposite ideological movement – age-gameism that refers to widening the audience of the game industry to all ages. In general, this paper offers a conribution in the field of media and society by highlighting the need for developing games for all ages, encouraging a positive age identity, enhancing intergroup communication and a heterogeneous game culture. | pt_PT |
dc.description.sponsorship | This work was supported by Fundação para a Ciência e Tecnologia and ESF under Community Support Framework III – the project SEDUCE 2.0 nr. POCI-01-0145- FEDER-031696. | pt_PT |
dc.language.iso | eng | pt_PT |
dc.publisher | Springer | pt_PT |
dc.relation | info:eu-repo/grantAgreement/FCT/5876-PPCDTI/111711/PT | pt_PT |
dc.rights | restrictedAccess | pt_PT |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | pt_PT |
dc.subject | Information and communication society | pt_PT |
dc.subject | Ageism | pt_PT |
dc.subject | Intergenerational communication | pt_PT |
dc.subject | Digital games | pt_PT |
dc.subject | Stereotypes | pt_PT |
dc.subject | Game-ageism | pt_PT |
dc.subject | Age-gameism | pt_PT |
dc.title | Age stereotyping in the game context: introducing the game-ageism and age-gameism phenomena | pt_PT |
dc.type | bookPart | pt_PT |
dc.description.version | published | pt_PT |
dc.peerreviewed | yes | pt_PT |
degois.publication.firstPage | 245 | pt_PT |
degois.publication.lastPage | 255 | pt_PT |
degois.publication.location | Cham | pt_PT |
degois.publication.title | Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments. HCII 2019. Lecture Notes in Computer Science | pt_PT |
dc.relation.publisherversion | https://link.springer.com/chapter/10.1007/978-3-030-22015-0_19 | pt_PT |
dc.identifier.doi | 10.1007/978-3-030-22015-0_19 | pt_PT |
dc.identifier.esbn | 978-3-030-22015-0 | pt_PT |
Appears in Collections: | DigiMedia - Capítulo de livro |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Costaetal.2019 (1).pdf | 227.74 kB | Adobe PDF | ![]() |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.