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Digital gaming as a proactive choice and a passive resource among older adults in China

Xu, Wenqian LU orcid ; Li, Weijia and Sandberg, Helena LU orcid (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:
author
; and
organization
publishing date
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}},
}