Benefits and Factors Influencing the Design of Intergenerational Digital Games: A Systematic Literature Review
Open accessAbstract
The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family bond, (2) enhancing reciprocal learning (3) increasing understanding of the other generation and (4) reducing social anxiety. According to the literature, two types of factors are important to take into consideration: player-centric and game-centric factors. We identified the nature of the interactions between older (55–81 year-olds) and younger players (4–22 year-olds), their motivations to play digital games and the difference in abilities as the main player-centric factors to take into account when designing intergenerational games. The most relevant game-centric factors were found to be goal-related and space-related forms of interaction. To gain more insight into how specific benefits of playing digital games are related to a type of game, gender or age of the participant, additional empirical studies (comparative analyses), that take these factors into account are needed.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Prior research has focused mostly on collaboration while learning IT/ICT applications and videogames.
“prior research has focused mostly on collaboration while learning IT/ICT applications and videogames [4,13,35,48,58,71]”
From Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software (2024) · cites this paper as [35]
Collaboration has been suggested as an example of social support during learning.
“Collaboration has been suggested as an example of social support during learning”
From Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software (2024) · cites this paper as [35]
Studies on collaborative learning in IT/ICT and videogames reported positive outcomes.
“These studies reported positive outcomes of collaborative learning”
From Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software (2024) · cites this paper as [35]
Consistent with past investigation we observed a range of benefits from both younger and same-age partners.
“Consistent with the past investigation we observed a range of benefits from both younger and same-age partners”
From Older Adults' Collaborative Learning Dynamics When Exploring Feature-Rich Software (2024) · cites this paper as [35]
The citation lists haven’t been fetched yet
References 36 · Cited by 100
- Authors
- De la Hera, T., Loos, E., Simons, M., & Blom, J.
- Affiliations
- Utrecht University, 3512 EV Utrecht, The Netherlands
- Utrecht University (NL)
- Venue
- Societies
- Publisher
- MDPI AG
- Published
- 2017-07-10
- Volume
- 7
- Issue
- 3
- Pages
- 18
- ISSN
- 2075-4698 (ISSN-L)
- OpenAlex
- W2735441301
- Cited by
- 100
- References
- 36
- Citations by year
- 2026: 6 · 2025: 11 · 2024: 17 · 2023: 9 · 2022: 11 · 2021: 14 · 2020: 15 · 2019: 10 · 2018: 5 · 2017: 2
- FWCI
- 3.17
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Societies (publishedVersion, cc-by)
- Socio-Environmental Systems Modeling (acceptedVersion, cc-by)
- Leiden Repository (Leiden University) (submittedVersion)
- RePub (Erasmus University Rotterdam) (submittedVersion, other-oa)
- RePEc: Research Papers in Economics (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Utrecht University Repository (Utrecht University) (submittedVersion, other-oa)
- Data Archiving and Networked Services (DANS) (submittedVersion, cc-by)
- Funders
- Universiteit Utrecht
- Nederlandse Organisatie voor Wetenschappelijk Onderzoek
- Topics
- Social Sciences › Demography › Technology Use by Older Adults
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Intergenerational Family Dynamics and Caregiving
- Keywords
- video games, game design, family bonding, mutual learning, intergenerational understanding, social anxiety, older adults, play motivation, intergenerational interaction
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review