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Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena

机译:游戏语境中的年龄刻板印象:游戏博弈论和年龄博弈论现象介绍

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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 contribution 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.
机译:数字游戏经常被描述为对加强人际关系,增强认知能力和提供社会支持至关重要的媒体。尽管已经广泛报道了有关在青少年中使用数字游戏以及关于性别或种族的陈规定型观念的大量实证研究,但在游戏环境中很少有关于年龄定型观念的研究。此外,这种刻板印象-游戏年龄主义可能会对年龄认同和玩家之间的群体间交流产生负面影响,这可能会阻碍弥合不同世代之间的鸿沟。根据文献综述,此立场文件介绍了游戏年龄歧视的概念,它是一种仍然存在于我们游戏文化中的年龄刻板印象。它还试图通过提出相反的意识形态运动-年龄博弈论来解决这个问题,即年龄博弈论是指将游戏行业的受众扩大到所有年龄段。总体而言,本文通过强调开发所有年龄段的游戏,鼓励积极的年龄认同,增强群体间的交流和多样化的游戏文化的需求,为媒体和社会领域做出了贡献。

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