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

机译:游戏中的年龄刻板印象:引入游戏年龄和年龄 - 游戏论现象

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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媒体,在加强关系,增强认知技能和提供社会支持方面可能是至关重要的。虽然对青春和性别或种族的陈规定型或种族的使用数码游戏的应用程度相当大,但在游戏背景下的年龄刻板印象很少有研究。此外,这种类型的刻板印象 - 游戏年龄症可能会对球员之间的年龄身份和互动沟通产生负面影响,这可能妨碍弥合不同代之间的差距。在文献综述上绘制,这个职位论文介绍了游戏年龄主义的概念,作为在我们的游戏文化中仍然存在的年龄刻板印象。它还通过暗示相反的思想运动 - 年龄 - 游戏主义来解决这个问题,这是指将游戏行业的观众扩大到所有年龄段。一般而言,本文通过突出对所有年龄段的发展,鼓励积极的时代身份,增强沟通沟通和异质游戏文化,为媒体和社会领域提供培养领域的贡献。

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