Digital gaming as a proactive choice and a passive resource among older adults in China
(2025) In Chinese Journal of Communication- Abstract
- The popularity of digital gaming among older adults is on the rise, necessitating a deeper understanding of this phenomenon. Drawing upon the concepts and theoretical perspectives in domestication theory, actor network theory, and media engagement theory, we explored the digital gameplay experiences of older adults in China’s sociocultural contexts. We conducted in-depth interviews with 12 adults aged 60–86 years and subsequently conducted a thematic analysis to interpret the collected data, focusing on three aspects: the participants’ appropriation of digital games, interactions with others, and sensemaking around digital gaming. The results revealed that the participants negotiated meanings and considerations when incorporating digital... (More)
- The popularity of digital gaming among older adults is on the rise, necessitating a deeper understanding of this phenomenon. Drawing upon the concepts and theoretical perspectives in domestication theory, actor network theory, and media engagement theory, we explored the digital gameplay experiences of older adults in China’s sociocultural contexts. We conducted in-depth interviews with 12 adults aged 60–86 years and subsequently conducted a thematic analysis to interpret the collected data, focusing on three aspects: the participants’ appropriation of digital games, interactions with others, and sensemaking around digital gaming. The results revealed that the participants negotiated meanings and considerations when incorporating digital games into their daily lives, employed various tactics to handle power dynamics in digital gaming, and internalized the social imaginaries of aging and digital games in their sensemaking processes. These findings contribute to a nuanced understanding of digital gaming as a proactive choice for aging and a passive resource for leisure and identity formation. Our study holds implications for reframing relevant policies and promoting inclusive and fulfilling digital games among older adults. (Less)
Please use this url to cite or link to this publication:
https://lup.lub.lu.se/record/964da6aa-5f36-42aa-b6a2-d286072f6fe6
- author
- Xu, Wenqian
LU
; Li, Weijia and Sandberg, Helena LU
- organization
- publishing date
- 2025-03-21
- type
- Contribution to journal
- publication status
- epub
- subject
- keywords
- older adults, everyday life, mobile phones, digital games, health
- in
- Chinese Journal of Communication
- pages
- 18 pages
- publisher
- Taylor & Francis
- external identifiers
-
- scopus:105000535403
- ISSN
- 1754-4750
- DOI
- 10.1080/17544750.2025.2480058
- language
- English
- LU publication?
- yes
- id
- 964da6aa-5f36-42aa-b6a2-d286072f6fe6
- date added to LUP
- 2024-01-25 14:38:47
- date last changed
- 2025-06-25 10:58:09
@article{964da6aa-5f36-42aa-b6a2-d286072f6fe6, abstract = {{The popularity of digital gaming among older adults is on the rise, necessitating a deeper understanding of this phenomenon. Drawing upon the concepts and theoretical perspectives in domestication theory, actor network theory, and media engagement theory, we explored the digital gameplay experiences of older adults in China’s sociocultural contexts. We conducted in-depth interviews with 12 adults aged 60–86 years and subsequently conducted a thematic analysis to interpret the collected data, focusing on three aspects: the participants’ appropriation of digital games, interactions with others, and sensemaking around digital gaming. The results revealed that the participants negotiated meanings and considerations when incorporating digital games into their daily lives, employed various tactics to handle power dynamics in digital gaming, and internalized the social imaginaries of aging and digital games in their sensemaking processes. These findings contribute to a nuanced understanding of digital gaming as a proactive choice for aging and a passive resource for leisure and identity formation. Our study holds implications for reframing relevant policies and promoting inclusive and fulfilling digital games among older adults.}}, author = {{Xu, Wenqian and Li, Weijia and Sandberg, Helena}}, issn = {{1754-4750}}, keywords = {{older adults; everyday life; mobile phones; digital games; health}}, language = {{eng}}, month = {{03}}, publisher = {{Taylor & Francis}}, series = {{Chinese Journal of Communication}}, title = {{Digital gaming as a proactive choice and a passive resource among older adults in China}}, url = {{http://dx.doi.org/10.1080/17544750.2025.2480058}}, doi = {{10.1080/17544750.2025.2480058}}, year = {{2025}}, }