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Communications

The European Journal of Communication Research

Ed. by Averbeck-Lietz, Stefanie / d'Haenens, Leen

4 Issues per year


IMPACT FACTOR 2016: 0.933
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CiteScore 2016: 1.17

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Source Normalized Impact per Paper (SNIP) 2016: 1.100

Online
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1613-4087
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Volume 39, Issue 1 (Mar 2014)

Issues

The older player of digital games: A classification based on perceived need satisfaction

Bob De Schutter
  • College of Education, Health & Society, and the Armstrong Institute of Interactive Media Studies at Miami University (Oxford, OH, USA)
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/ Steven Malliet
  • Department of Communication Studies at the University of Antwerp, and the MAD Faculty of the Catholic University College of Limburg
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Published Online: 2014-03-04 | DOI: https://doi.org/10.1515/commun-2014-0005

Abstract

The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.

Keywords: uses and gratifications; motivation; older players; digital games; life-span perspective; substitution hypothesis; selective media audience

About the article

Published Online: 2014-03-04

Published in Print: 2014-03-03


Citation Information: Communications, ISSN (Online) 1613-4087, ISSN (Print) 0341-2059, DOI: https://doi.org/10.1515/commun-2014-0005.

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©2014 Walter de Gruyter GmbH, Berlin Boston. Copyright Clearance Center

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[2]
David Kaufman, Louise Sauvé, Lise Renaud, Andrew Sixsmith, and Ben Mortenson
Simulation & Gaming, 2016, Volume 47, Number 4, Page 465
[3]
Fan Zhang, David Kaufman, Robyn Schell, Glaucia Salgado, Erik Tiong Wee Seah, and Julija Jeremic
International Journal of Educational Technology in Higher Education, 2017, Volume 14, Number 1
[4]
Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, and Tobias Nef
JMIR Serious Games, 2017, Volume 5, Number 2, Page e8
[5]
Bob De Schutter, Julie A Brown, and Vero Vanden Abeele
New Media & Society, 2015, Volume 17, Number 7, Page 1170
[6]
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