The European Journal of Communication Research
Ed. by Averbeck-Lietz, Stefanie / d'Haenens, Leen
4 Issues per year
IMPACT FACTOR 2016: 0.933
5-year IMPACT FACTOR: 0.980
CiteScore 2016: 1.17
SCImago Journal Rank (SJR) 2016: 0.626
Source Normalized Impact per Paper (SNIP) 2016: 1.100
The older player of digital games: A classification based on perceived need satisfaction
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>) 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”.
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