Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/31586
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dc.contributor.authorCosta, Liliana Valept_PT
dc.contributor.authorVeloso, Ana Isabelpt_PT
dc.contributor.authorLoos, Eugènept_PT
dc.date.accessioned2021-07-15T16:15:48Z-
dc.date.available2021-07-15T16:15:48Z-
dc.date.issued2019-
dc.identifier.isbn978-3-030-22014-3pt_PT
dc.identifier.urihttp://hdl.handle.net/10773/31586-
dc.description.abstractDigital 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.sponsorshipThis 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.isoengpt_PT
dc.publisherSpringerpt_PT
dc.relationinfo:eu-repo/grantAgreement/FCT/5876-PPCDTI/111711/PTpt_PT
dc.rightsrestrictedAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectInformation and communication societypt_PT
dc.subjectAgeismpt_PT
dc.subjectIntergenerational communicationpt_PT
dc.subjectDigital gamespt_PT
dc.subjectStereotypespt_PT
dc.subjectGame-ageismpt_PT
dc.subjectAge-gameismpt_PT
dc.titleAge stereotyping in the game context: introducing the game-ageism and age-gameism phenomenapt_PT
dc.typebookPartpt_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage245pt_PT
degois.publication.lastPage255pt_PT
degois.publication.locationChampt_PT
degois.publication.titleHuman Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments. HCII 2019. Lecture Notes in Computer Sciencept_PT
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-030-22015-0_19pt_PT
dc.identifier.doi10.1007/978-3-030-22015-0_19pt_PT
dc.identifier.esbn978-3-030-22015-0pt_PT
Appears in Collections:DigiMedia - Capítulo de livro

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