This work is licensed under the Creative Commons Attribution 4.0 International License.
AARP. 2019, December. Gaming attitudes and habits of adults ages 50-plus. AARP Research. Available at https://www.aarp.org/content/dam/aarp/research/surveys_statistics/technology/2019/2020-gaming-trends-older-adults.doi.10.26419-2Fres.00328.001.pdf [Last accessed 6 August 2020].AARP2019DecemberGaming attitudes and habits of adults ages 50-plus. AARP ResearchAvailable athttps://www.aarp.org/content/dam/aarp/research/surveys_statistics/technology/2019/2020-gaming-trends-older-adults10.26419-2Fres.00328.001.pdf[Last accessed 6 August 2020]Open DOISearch in Google Scholar
Allaire, JC, McLaughlin, AC, Trujillo, A, Whitlock, LA, LaPorte, L and Gandy, M. 2013. Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamers. Computers in Human Behavior, 29: 1302–1306. DOI:10.1016/j.chb.2013.01.014AllaireJCMcLaughlinACTrujilloAWhitlockLALaPorteLandGandyM.2013Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamersComputers in Human Behavior291302130610.1016/j.chb.2013.01.014Open DOISearch in Google Scholar
Anderson, CA, Ihori, N, Bushman, BJ and Rothstein, HR. 2010 Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136: 151–171. Available at https://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf [Last accessed 6 August 2020]. DOI:10.1037/a0018251AndersonCAIhoriNBushmanBJandRothsteinHR.2010Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin136151171Available athttps://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf[Last accessed 6 August 2020]10.1037/a0018251Open DOISearch in Google Scholar
Anderson, OG. 2016. Video games: Attitudes and habits of adults age 50-plus. AARP Research. DOI:https:// doi.org/10.26419/res.00125.001AndersonOG.2016Video games: Attitudes and habits of adults age 50-plusAARP Research10.26419/res.00125.001Open DOISearch in Google Scholar
Anguera, JA, Boccanfuso, J, Rintoul, JL, Al-Hashimi, O, Faraji, F, Janowich, J, Kong, E, Larraburo, Y, Rolle, C and Johnston, E. 2013. Video game training enhances cognitive control in older adults. Nature, 501(7465): 97–101. DOI:10.1038/nature12486AngueraJABoccanfusoJRintoulJLAl-HashimiOFarajiFJanowichJKongELarraburoYRolleCandJohnstonE.2013Video game training enhances cognitive control in older adultsNature50174659710110.1038/nature12486Open DOISearch in Google Scholar
Australian Institute of Health and Welfare. 2018. Older Australia at a glance. Available at https://www.aihw.gov.au/reports/older-people/older-australia-at-a-glance [Last accessed 6 August 2020].Australian Institute of Health and Welfare2018Older Australia at a glanceAvailable athttps://www.aihw.gov.au/reports/older-people/older-australia-at-a-glance[Last accessed 6 August 2020]Search in Google Scholar
BBC News Website. 2020, 6 May. Lockdown and loaded: Coronavirus triggers video game boost. Available at https://www.bbc.com/news/business-52555277 [Last accessed 6 August 2020].BBC News Website20206 MayLockdown and loaded: Coronavirus triggers video game boostAvailable athttps://www.bbc.com/news/business-52555277[Last accessed 6 August 2020]Search in Google Scholar
Berger, RJ. 2013. Introduction to Disability Studies. Boulder, Colorado: Lynne Rienner Publishers.BergerRJ.2013Introduction to Disability StudiesBoulder, ColoradoLynne Rienner PublishersSearch in Google Scholar
Berkowsky, RW and Czaja, SJ. 2018. Challenges associated with online health information seeking among older adults. In: Pak, R and McLaughlin, AC (eds.), Aging, Technology and Health. Academic Press. pp. 31–48. DOI:10.1016/B978-0-12-811272-4.00002-6BerkowskyRWandCzajaSJ.2018Challenges associated with online health information seeking among older adultsInPakRandMcLaughlinACedsAging, Technology and HealthAcademic Presspp314810.1016/B978-0-12-811272-4.00002-6Open DOISearch in Google Scholar
Blocker, KA, Wright, TJ and Boot, WR. 2014. Gaming preferences of aging generations. Gerontechnology: International Journal on the Fundamental Aspects of Technology to Serve The Ageing Society, 12(3): 174–184. DOI:10.4017/gt.2014.12.3.008.00BlockerKAWrightTJandBootWR.2014Gaming preferences of aging generationsGerontechnology: International Journal on the Fundamental Aspects of Technology to Serve The Ageing Society12317418410.4017/gt.2014.12.3.008.00Open DOISearch in Google Scholar
Brand, JE, Jervis, J, Huggins, PM and Wilson, TW. 2019. Digital Australia 2020. Eveleigh, NSW: IGEA.BrandJEJervisJHugginsPMandWilsonTW.2019Digital Australia 2020Eveleigh, NSWIGEASearch in Google Scholar
Buckingham, D and Willett, R. 2013. Digital generations: Children, young people, and the new media. Routledge. DOI:10.4324/9780203810668BuckinghamDandWillettR.2013Digital generations: Children, young people, and the new mediaRoutledge10.4324/9780203810668Open DOISearch in Google Scholar
Butler, RN. 1989. Dispelling ageism: The crosscutting intervention. Annals of the American Academy of Political and Social Science, 503: 138–147. DOI:10.1177/0002716289503001011ButlerRN.1989Dispelling ageism: The crosscutting interventionAnnals of the American Academy of Political and Social Science50313814710.1177/0002716289503001011Open DOISearch in Google Scholar
Campbell, FK. 2009. Contours of ableism: The production of disability and abledness. United Kingdom: Palgrave Macmillan. DOI:10.1057/9780230245181CampbellFK.2009Contours of ableism: The production of disability and ablednessUnited KingdomPalgrave Macmillan10.1057/9780230245181Open DOISearch in Google Scholar
Chaffin, AJ and Maddux, CD. 2007. Accessibility accommodations for older adults seeking E-health information. Journal of Gerontological Nursing, 33: 6–12. DOI:10.3928/00989134-20070301-03ChaffinAJandMadduxCD.2007Accessibility accommodations for older adults seeking E-health informationJournal of Gerontological Nursing3361210.3928/00989134-20070301-03Open DOISearch in Google Scholar
Chen, SW, Yang, CH, Huang, KS and Fu, SL. 2019. Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes. Innovations in Education and Teaching International, 56(1): 66–76. DOI:10.1080/14703297.2017.1348960ChenSWYangCHHuangKSandFuSL.2019Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomesInnovations in Education and Teaching International561667610.1080/14703297.2017.1348960Open DOISearch in Google Scholar
Chesham, A, Wyss, P, Müri, RM, Mosimann, UP and Nef, T. 2017. What older people like to play: Genre preferences and acceptance of casual games. JMIR Serious Games, 5(2): e8. DOI:10.2196/games.7025CheshamAWyssPMüriRMMosimannUPandNefT.2017What older people like to play: Genre preferences and acceptance of casual gamesJMIR Serious Games52e810.2196/games.7025Open DOISearch in Google Scholar
Chin, W. 2015. Around 92% of people with impairments play games despite difficulties. Game Accessibility. Available at https://www.game-accessibility.com/documentation/around-92-of-people-with-impairments-play-games-despite-difficulties/ [Last accessed 6 August 2020].ChinW.2015Around 92% of people with impairments play games despite difficultiesGame AccessibilityAvailable athttps://www.game-accessibility.com/documentation/around-92-of-people-with-impairments-play-games-despite-difficulties/[Last accessed 6 August 2020]Search in Google Scholar
Cota, TT and Ishitani, L. 2015. Motivation and benefits of digital games for the elderly: A systematic literature review. Revista Brasileira de Computação Aplicada , 7(1): 2–16. DOI:10.5335/rbca.2015.4190CotaTTandIshitaniL.2015Motivation and benefits of digital games for the elderly: A systematic literature reviewRevista Brasileira de Computação Aplicada7121610.5335/rbca.2015.4190Open DOISearch in Google Scholar
De Schutter, B and Abeele, VV. 2015. Towards a gerontoludic manifesto. Anthropology & Aging, 36(2): 112–120. Available at http://anthro-age.pitt.edu/ojs/index.php/anthro-age/article/viewFile/104/150 [Last accessed 6 August 2020]. DOI:10.5195/aa.2015.104De SchutterBandAbeeleVV.2015Towards a gerontoludic manifestoAnthropology & Aging362112120Available athttp://anthro-age.pitt.edu/ojs/index.php/anthro-age/article/viewFile/104/150[Last accessed 6 August 2020]10.5195/aa.2015.104Open DOISearch in Google Scholar
Ellcessor, E. 2016. Restricted access: Media, disability, and the politics of participation. New York University Press. Available at https://www.tandfonline.com/doi/full/10.1080/09687599.2018.1443587 [Last accessed 6 August 2020].EllcessorE.2016Restricted access: Media, disability, and the politics of participationNew York University PressAvailable athttps://www.tandfonline.com/doi/full/10.1080/09687599.2018.1443587[Last accessed 6 August 2020]10.18574/nyu/9781479813803.001.0001Search in Google Scholar
Ellis, K and Kao, KT. 2019. Who gets to play? Disability, open literacy, gaming. Cultural Science Journal, 11(1): 111–125. DOI:10.5334/csci.128EllisKandKaoKT.2019Who gets to play? Disability, open literacy, gamingCultural Science Journal11111112510.5334/csci.128Open DOISearch in Google Scholar
Ellis, K and Kent, M. 2011. Disability and new media. New York: Routledge. DOI:10.4324/9780203831915EllisKandKentM.2011Disability and new mediaNew YorkRoutledge10.4324/9780203831915Open DOISearch in Google Scholar
European Commission. 2014. The 2015 ageing report: Underlying assumptions and projection methodologies. Available at https://ec.europa.eu/economy_finance/publications/european_economy/2014/pdf/ee8_en.pdf [Last accessed 6 August 2020].EuropeanCommission.2014The 2015 ageing report: Underlying assumptions and projection methodologiesAvailable athttps://ec.europa.eu/economy_finance/publications/european_economy/2014/pdf/ee8_en.pdf[Last accessed 6 August 2020]Search in Google Scholar
Featherstone, M and Wernick, A. (eds.). 1995. Images of aging: Cultural representations of later life. London: Routledge.FeatherstoneMandWernickA.(eds.)1995Images of aging: Cultural representations of later lifeLondonRoutledgeSearch in Google Scholar
Ferreira, S and Veloso, AI. 2019. Older Adults in ICT Contexts: Recommendations for Developing Tutorials. The US: International Conference on Human-Computer, 376–387. Availablehttps://link.springer.com/chapter/10.1007/978-3-030-22012-9_27 [Last accessed 12 August 2020]. DOI:10.1007/978-3-030-22012-9_27FerreiraSandVelosoAI.2019Older Adults in ICT Contexts: Recommendations for Developing TutorialsThe US: International Conference on Human-Computer376–387Availablehttps://link.springer.com/chapter/10.1007/978-3-030-22012-9_27[Last accessed 12 August 2020]10.1007/978-3-030-22012-9_27Open DOISearch in Google Scholar
Freud, S. 1961. Beyond the pleasure principle. Translated by J. Strachey. New York: Norton. In E. Mellou (1994). Play theories: A contemporary review. Early Child Development and Care, 102(1): 91–100. DOI:10.1080/0300443941020107FreudS1961Beyond the pleasure principle. Translated by J. Strachey. New York: Norton. In E. Mellou (1994)Play theories: A contemporary review. Early Child Development and Care10219110010.1080/0300443941020107Open DOISearch in Google Scholar
Gaimin. 2018. How many gamers are there? Gaimin website. Available at https://gaimin.io/how-many-gam-ers-are-there [Last accessed 6 August 2020].Gaimin2018How many gamers are there?Gaimin websiteAvailable athttps://gaimin.io/how-many-gam-ers-are-there[Last accessed 6 August 2020]Search in Google Scholar
GamesIndustry International. 2008. PopCap Games research: Publisher’s latest survey says that casual games are big with disabled people. Available at https://www.gamesindustry.biz/articles/popcap-games-research-publisher-s-latest-survey-says-that-casual-games-are-big-with-disabled-people/ [Last accessed 12 August 2020].GamesIndustryInternational.2008PopCap Games research: Publisher’s latest survey says that casual games are big with disabled peopleAvailable athttps://www.gamesindustry.biz/articles/popcap-games-research-publisher-s-latest-survey-says-that-casual-games-are-big-with-disabled-people/[Last accessed 12 August 2020]Search in Google Scholar
Gell, NM, Rosenberg, DE, Demiris, G, LaCroix, AZ and Patel, KV. 2015. Patterns of technology use among older adults with and without disabilities. The Gerontologist, 55(3): 412–421. DOI:10.1093/geront/gnt166GellNMRosenbergDEDemirisGLaCroixAZandPatelKV.2015Patterns of technology use among older adults with and without disabilitiesThe Gerontologist55341242110.1093/geront/gnt166Open DOISearch in Google Scholar
Gibbons, HM. 2016. Compulsory youthfulness: Intersections of ableism and ageism in ‘successful aging’ discourses. Review of Disability Studies: An International Journal, 12(2&3): 1–19.GibbonsHM.2016Compulsory youthfulness: Intersections of ableism and ageism in ‘successful aging’ discoursesReview of Disability Studies: An International Journal122&3119Search in Google Scholar
Gilleard, C and Higgs, P. 2002. The third age: Class, cohort or generation? Ageing and Society, 3(22): 369–382. DOI:10.1017/S0144686X0200870XGilleardCandHiggsP.2002The third age: Class, cohort or generation?Ageing and Society32236938210.1017/S0144686X0200870XOpen DOISearch in Google Scholar
Goggin, G, Newell, G and Newell, C. 2003. Digital disability: The social construction of disability in new media. Rowman & Littlefield.GogginGNewellGandNewellC.2003Digital disability: The social construction of disability in new mediaRowman & LittlefieldSearch in Google Scholar
Gorman, M. 1999. Development and the rights of older people. In: Randel, J, German, T and Ewing, D (eds.), The Ageing and development report: Poverty, independence and the world’s older people. London: Earthscan Publications. pp. 3–21. DOI:10.4324/9781315071541-2GormanM.1999Development and the rights of older peopleInRandelJGermanTandEwingDedsThe Ageing and development report: Poverty, independence and the world’s older peopleLondonEarthscan Publicationspp32110.4324/9781315071541-2Open DOISearch in Google Scholar
GPC, CNG and IDC. (eds.). 2018. 2018 China Gaming Industry Report. Beijing: China Book Press. Available at https://www.gcores.com/articles/104876 [Last accessed 6 August 2020].GPC, CNG and IDC. (eds.)20182018 China Gaming Industry ReportBeijing: China Book PressAvailable athttps://www.gcores.com/articles/104876[Last accessed 6 August 2020]Search in Google Scholar
Green, CS and Bavelier, D. 2006. Effect of action video games on the spatial distribution of visuospatial attention. Journal of Experimental Psychology: Human Perception and Performance, 32(6): 1465–1478. DOI:10.1037/0096-1523.32.6.1465GreenCSandBavelierD.2006Effect of action video games on the spatial distribution of visuospatial attentionJournal of Experimental Psychology: Human Perception and Performance3261465147810.1037/0096-1523.32.6.1465Open DOISearch in Google Scholar
Griffiths, MD. 2008. Diagnosis and management of video game addiction. New Directions in Addiction Treatment and Prevention, 12: 27–41. Available at https://www.researchgate.net/publication/273948544_Diagnosis_and_management_of_video_game_addiction [Last accessed 6 August 2020].GriffithsMD.2008Diagnosis and management of video game addictionNew Directions in Addiction Treatment and Prevention122741Available athttps://www.researchgate.net/publication/273948544_Diagnosis_and_management_of_video_game_addiction[Last accessed 6 August 2020]Search in Google Scholar
Groos, K. 1899. Die Spiele der Menschen . In: Freud, S (ed.), 1905. Jokes and their relations to unconsciouswww.SigmundFreud.net p. 89. Available at https://www.sigmundfreud.net/jokes-and-their-relation-to-the-unconscious.pdf [Last accessed 6 August 2020].GroosK.1899Die Spiele der Menschen . In: Freud, S (ed.), 1905. Jokes and their relations to unconsciouswww.SigmundFreud.netp. 89. Available athttps://www.sigmundfreud.net/jokes-and-their-relation-to-the-unconscious.pdf[Last accessed 6 August 2020]Search in Google Scholar
Groos, K. 1901. The play of man. Translated by EL. Baldwin. New York: Appleton. Avaible athttp://www.gutenberg.org/files/58411/58411-h/58411-h.htm [Last accessed 12 August 2020]. Also accessible at:https://brocku.ca/MeadProject/Groos/Groos_1898/Groos_1898_toc.html [accessed 9 november 2020].GroosK.1901The play of man. Translated by EL. BaldwinNew YorkAppletonAvaible athttp://www.gutenberg.org/files/58411/58411-h/58411-h.htm[Last accessed 12 August 2020]. Also accessible at:https://brocku.ca/MeadProject/Groos/Groos_1898/Groos_1898_toc.html [accessed 9 november 2020]Search in Google Scholar
Gros, B. 2007. Digital games in education. Journal of Research on Technology in Education, 40(1): 23–38. DOI:10.1080/15391523.2007.10782494GrosB.2007Digital games in educationJournal of Research on Technology in Education401233810.1080/15391523.2007.10782494Open DOISearch in Google Scholar
Guo, C. 2020. Mobile Use, Digital Capital, and Third Agers in China (unpublished doctoral dissertation). Perth, Australia: Curtin University.GuoC.2020Mobile Use, Digital Capital, and Third Agers in China (unpublished doctoral dissertation)Perth, AustraliaCurtin UniversitySearch in Google Scholar
Habgood, MPJ and Ainsworth, SE. 2011. Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. Journal of the Learning Sciences, 20(2): 169–206. DOI:https://doi.org/10.1080/10508406.2010.508029HabgoodMPJandAinsworthSE.2011Motivating children to learn effectively: Exploring the value of intrinsic integration in educational gamesJournal of the Learning Sciences20216920610.1080/10508406.2010.508029Open DOISearch in Google Scholar
Hall, AK, Chavarria, E, Maneeratana, V, Chaney, B and Bernhardt, JM. 2012. Health benefits of digital videogames for older adults: A systematic review of the literature. Games for Health Journal, 1(6): 402–410. DOI:10.1089/g4h.2012.0046HallAKChavarriaEManeeratanaVChaneyBandBernhardtJM.2012Health benefits of digital videogames for older adults: A systematic review of the literatureGames for Health Journal1640241010.1089/g4h.2012.0046Open DOISearch in Google Scholar
Hall, AK and Marston, HR. 2014. Gaming and older adults in the digital age of healthcare. In: van Hoof, J, Demiris, G and Wouters, E (eds.), Handbook of Smart Homes, Health Care and Well-Being. pp. 1–9. DOI:10.1007/978-3-319-01904-8_55-1HallAKandMarstonHR.2014Gaming and older adults in the digital age of healthcareInvan HoofJDemirisGandWoutersE(eds.)Handbook of Smart Homes, Health Care and Well-Beingpp1910.1007/978-3-319-01904-8_55-1Open DOISearch in Google Scholar
Hall, GS. 1906. Youth: Its education, regiment, and hygiene. New York: Appleton.HallGS.1906Youth: Its education, regiment, and hygieneNew YorkAppletonSearch in Google Scholar
Hartley, J. 2019. Executive summary for ‘Open Literacy: Games, Social Responsibility and Social Innovation Research Symposium’ (unpublished).HartleyJ.2019Executive summary for ‘Open Literacy: Games, Social Responsibility and Social Innovation Research Symposium’ (unpublished)Search in Google Scholar
Harvey, A. 2015. Gender, age, and digital games in the domestic context. London: Routledge. DOI:https:// doi.org/10.4324/9781315757377HarveyA.2015Gender, age, and digital games in the domestic contextLondonRoutledge10.4324/9781315757377Open DOISearch in Google Scholar
Heo, J, Chun, S and Lee, S. 2015. Internet use and well-being in older adults. Cyberpsychology, Behavior and Social Networking, 18(5): 268–272. DOI:10.1089/cyber.2014.0549HeoJChunSandLeeS.2015Internet use and well-being in older adultsCyberpsychology, Behavior and Social Networking18526827210.1089/cyber.2014.0549Open DOISearch in Google Scholar
Huizinga, J. 1949. Homo ludens: A study of the play-element in culture. London: Routledge.HuizingaJ.1949Homo ludens: A study of the play-element in cultureLondonRoutledgeSearch in Google Scholar
Hunsaker, A and Hargittai, E. 2018. A review of Internet use among older adults. New Media & Society, 20(10): 3937–3954. DOI:10.1177/1461444818787348HunsakerAandHargittaiE.2018A review of Internet use among older adultsNew Media & Society20103937395410.1177/1461444818787348Open DOISearch in Google Scholar
Ijsselsteijn, W, Nap, HH, de Kort, Y and Poels, K. 2007. Digital game design for elderly users. Canada: Proceedings of the 2007 Conference on Future Play, 17–22. DOI:10.1145/1328202.1328206IjsselsteijnWNapHHde KortYandPoelsK.2007Digital game design for elderly usersCanadaProceedings of the 2007 Conference on Future Play17–2210.1145/1328202.1328206Open DOISearch in Google Scholar
Juul, J. 2010. A casual revolution: Reinventing video games and their players. MIT press.JuulJ.2010A casual revolution: Reinventing video games and their playersMIT pressSearch in Google Scholar
Kardaras, N. 2016. Glow kids: How screen addiction is hijacking our kids-and how to break the trance. St. Martin’s Press.KardarasN.2016Glow kids: How screen addiction is hijacking our kids-and how to break the tranceSt. Martin’s PressSearch in Google Scholar
Kaufman, D, Sauvé, L, Renaud, L, Sixsmith, A and Mortenson, B. 2016. Older adults’ digital game-play: Patterns, benefits, and challenges. Simulation & Gaming, 47(4): 465–489. DOI:10.1177/1046878116645736KaufmanDSauvéLRenaudLSixsmithAandMortensonB.2016Older adults’ digital game-play: Patterns, benefits, and challengesSimulation & Gaming47446548910.1177/1046878116645736Open DOISearch in Google Scholar
Kovess-Masfety, V, Keyes, K, Hamilton, A, Hanson, G, Bitfoi, A, Golitz, D, Koç, C, Kuijpers, R, Lesinskiene, S and Mihova, Z. 2016. Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social psychiatry and psychiatric epidemiology, 51(3): 349–357. DOI:10.1007/s00127-016-1179-6Kovess-MasfetyVKeyesKHamiltonAHansonGBitfoiAGolitzDKoçCKuijpersRLesinskieneSandMihovaZ.2016Is time spent playing video games associated with mental health, cognitive and social skills in young children?Social psychiatry and psychiatric epidemiology51334935710.1007/s00127-016-1179-6Open DOISearch in Google Scholar
Lam, L and Lam, M. 2009. The use of information technology and mental health among older care-givers in Australia. Aging & Mental Health, 13(4): 557–562. DOI:10.1080/13607860802607306LamLandLamM.2009The use of information technology and mental health among older care-givers in AustraliaAging & Mental Health13455756210.1080/13607860802607306Open DOISearch in Google Scholar
Lange, BS, Requejo, P, Flynn, SM, Rizzo, AA, Valero-Cuevas, F, Baker, L and Winstein, C. 2010. The potential of virtual reality and gaming to assist successful aging with disability. Physical Medicine and Rehabilitation Clinics, 21(2): 339–356. DOI:10.1016/j.pmr.2009.12.007LangeBSRequejoPFlynnSMRizzoAAValero-CuevasFBakerLandWinsteinC.2010The potential of virtual reality and gaming to assist successful aging with disabilityPhysical Medicine and Rehabilitation Clinics21233935610.1016/j.pmr.2009.12.007Open DOISearch in Google Scholar
Lazarus, M. 1883. Die reize des spiels (Berlin. Fred. Dummlers Verlagsbuch-handlung). In Mellou, E. 1994. Play theories: A contemporary review, Early Child Development and Care, 102(1): 91–100. DOI:10.1080/0300443941020107LazarusM.1883Die reize des spiels (BerlinFred. Dummlers Verlagsbuch-handlung). In Mellou, E. 1994. Play theories: A contemporary review, Early Child Development and Care10219110010.1080/0300443941020107Open DOISearch in Google Scholar
Lee, YH. 2019. Older adults’ digital gameplay, social capital, social connectedness, and civic participation. Game Studies, 1(19). Available at http://gamestudies.org/1901/articles/lee [Last accessed 20 September 2020].LeeYH.2019Older adults’ digital gameplay, social capital, social connectedness, and civic participationGame Studies, 1(19)Available athttp://gamestudies.org/1901/articles/lee[Last accessed 20 September 2020]Search in Google Scholar
Maillot, P, Perrot, A and Hartley, A. 2012. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and Aging, 27: 589–600. DOI:10.1037/a0026268MaillotPPerrotAandHartleyA.2012Effects of interactive physical-activity video-game training on physical and cognitive function in older adultsPsychology and Aging2758960010.1037/a0026268Open DOISearch in Google Scholar
Marston, HR. 2013. Digital gaming perspectives of older adults: Content vs. interaction. Educational Gerontology, 39(3): 194–208. DOI:10.1080/03601277.2012.700817MarstonHR.2013Digital gaming perspectives of older adults: Content vsinteraction. Educational Gerontology39319420810.1080/03601277.2012.700817Open DOISearch in Google Scholar
McRuer, R. 2006. Crip theory: Cultural signs of queerness and disability. New York: New York University Press.McRuerR.2006Crip theory: Cultural signs of queerness and disabilityNew YorkNew York University PressSearch in Google Scholar
Mellou, E. 1994. Play theories: A contemporary review, Early Child Development and Care, 102(1): 91–100, DOI:10.1080/0300443941020107MellouE.1994Play theories: A contemporary reviewEarly Child Development and Care10219110010.1080/0300443941020107Open DOISearch in Google Scholar
Nap, HH, De Kort, YAW and IJsselsteijn, WA. 2009. Senior gamers: Preferences, motivations and needs. Gerontechnology, 8: 247–262. DOI:10.4017/gt.2009.08.04.003.00NapHHDe KortYAWandIJsselsteijnWA.2009Senior gamers: Preferences, motivations and needsGerontechnology824726210.4017/gt.2009.08.04.003.00Open DOISearch in Google Scholar
Olphert, W and Damodaran, L. 2013. Older people and digital disengagement: A fourth digital divide? Gerontology, 59(6): 564–570. DOI:10.1159/000353630OlphertWandDamodaranL.2013Older people and digital disengagement: A fourth digital divide?Gerontology59656457010.1159/000353630Open DOISearch in Google Scholar
Osmanovic, S and Pecchioni, L. 2015. Beyond entertainment motivations and outcomes of video game playing by older adults and their younger family members. Game and Culture, 11(1–2): 130–149. DOI:10.1177/1555412015602819OsmanovicSandPecchioniL.2015Beyond entertainment motivations and outcomes of video game playing by older adults and their younger family membersGame and Culture111–213014910.1177/1555412015602819Open DOISearch in Google Scholar
Reynolds, JM. 2018. The extended body: On aging, disability, and well-being. Citizenship and Justice in Aging Societies, special report Supplement: What makes a good life in late life? Hastings Center Report, 48(5): S31–S36. DOI:10.1002/hast.910ReynoldsJM.2018The extended body: On aging, disability, and well-beingCitizenship and Justice in Aging Societies, special report Supplement: What makes a good life in late life? Hastings Center Report485S31S3610.1002/hast.910Open DOISearch in Google Scholar
Rowe, JW and Kahn, RL. 1998. Successful aging. The Cerontologist, 37(4): 433–440. DOI:10.1093/geront/37.4.433RoweJWandKahnRL.1998Successful agingThe Cerontologist37443344010.1093/geront/37.4.433Open DOISearch in Google Scholar
Seifert, A, Doh, M and Wahl, H-W. 2017. They also do it: Internet use by older adults living in residential care facilities. Educational Gerontology, 43(9): 451–461. DOI:10.1080/03601277.2017.1326224SeifertADohMandWahlH-W.2017They also do it: Internet use by older adults living in residential care facilitiesEducational Gerontology43945146110.1080/03601277.2017.1326224Open DOISearch in Google Scholar
Shaw, A. 2011. Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, 14(1): 28–44. DOI:10.1177/1461444811410394ShawA.2011Do you identify as a gamer? Gender, race, sexuality, and gamer identityNew Media & Society141284410.1177/1461444811410394Open DOISearch in Google Scholar
Spencer, H. 1875. The principles of sociology: A quarterly serial. D. Appleton & Company.SpencerH.1875The principles of sociology: A quarterly serialD. Appleton & CompanySearch in Google Scholar
Stevens, R, Satwicz, T and McCarthy, L. 2008. In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives. In: Salen, K (ed.), The Ecology of Games: Connecting Youth, Games, and Learning, 9: 41–66. DOI:10.1162/dmal.9780262693646.041StevensRSatwiczTandMcCarthyL.2008In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ livesIn: Salen, K (ed.), The Ecology of Games: Connecting Youth, Games, and Learning9416610.1162/dmal.9780262693646.041Open DOISearch in Google Scholar
Thomala, LL. 2020. Age distribution of video gamers in China H1 2019. Available at https://www.statista.com/statistics/1104459/china-video-player-age-distribution/#statisticContainer [Last accessed 6 August 2020].ThomalaLL.2020Age distribution of video gamers in China H1 2019Available athttps://www.statista.com/statistics/1104459/china-video-player-age-distribution/#statisticContainer[Last accessed 6 August 2020]Search in Google Scholar
Tsai, Y and Tsang, KJ. 2012. Aging and communication: Theory, research, and teaching applications. Taipei: Wunan Book Inc. Press.TsaiYandTsangKJ.2012Aging and communication: Theory, research, and teaching applicationsTaipeiWunan Book Inc. PressSearch in Google Scholar
United Nations. 2019. World population ageing 2019 highlights. Available at https://www.un.org/en/development/desa/population/publications/pdf/ageing/WorldPopulationAgeing2019-Highlights.pdf [Last accessed 6 August 2020].UnitedNations.2019World population ageing 2019 highlightsAvailable athttps://www.un.org/en/development/desa/population/publications/pdf/ageing/WorldPopulationAgeing2019-Highlights.pdf[Last accessed 6 August 2020]Search in Google Scholar
Verbrugge, LM and Yang, L. 2002. Aging with disability and disability with aging. Journal of Disability Policy Studies, 12(4): 15. DOI:10.1177/104420730201200405VerbruggeLMandYangL.2002Aging with disability and disability with agingJournal of Disability Policy Studies1241510.1177/104420730201200405Open DOISearch in Google Scholar
Villani, D, Serino, S, Triberti, S and Riva, G. 2017. Ageing positively with digital games. In: Giokas, K, et al. (eds.), eHealth 360°. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 181. Cham: Springer. pp. 148–155. DOI:10.1007/978-3-319-49655-9_20VillaniDSerinoSTribertiSandRivaG.2017Ageing positively with digital gamesInGiokasK,et al. edseHealth 360°. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 181ChamSpringerpp14815510.1007/978-3-319-49655-9_20Open DOISearch in Google Scholar
Ward, P. 2017. Meet the silver snipers, Sweden’s senior esports team. Culture Trip. Available at https://theculturetrip.com/europe/sweden/articles/meet-the-silver-snipers-swedens-senior-esports-team [Last accessed 6 August 2020].WardP.2017Meet the silver snipers, Sweden’s senior esports teamCulture TripAvailable athttps://theculturetrip.com/europe/sweden/articles/meet-the-silver-snipers-swedens-senior-esports-team[Last accessed 6 August 2020]Search in Google Scholar
Wästerfors, D and Hansson, K. 2017. Taking ownership of gaming and disability. Journal of Youth Studies, 20(9): 1143–1160. DOI:10.1080/13676261.2017.1313969WästerforsDandHanssonK.2017Taking ownership of gaming and disabilityJournal of Youth Studies2091143116010.1080/13676261.2017.1313969Open DOISearch in Google Scholar
Whitbourne, SK, Ellenberg, S and Akimoto, K. 2013. Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old. Cyberpsychology, Behavior, and Social Networking, 16(12): 892–897. DOI:10.1089/cyber.2012.0705WhitbourneSKEllenbergSandAkimotoK.2013Reasons for playing casual video games and perceived benefits among adults 18 to 80 years oldCyberpsychology, Behavior, and Social Networking161289289710.1089/cyber.2012.0705Open DOISearch in Google Scholar
Wiemeyer, J and Kliem, A. 2012. Serious games in prevention and rehabilitation—A new panacea for elderly people? European Review of Aging and Physical Activity, 9: 41–50. Available at https://link.springer.com/content/pdf/10.1007/s11556-011-0093-x.pdf [Last accessed 6 August 2020]. DOI:10.1007/s11556-011-0093-xWiemeyerJandKliemA.2012Serious games in prevention and rehabilitation—A new panacea for elderly people?European Review of Aging and Physical Activity94150Available athttps://link.springer.com/content/pdf/10.1007/s11556-011-0093-x.pdf[Last accessed 6 August 2020]10.1007/s11556-011-0093-xOpen DOISearch in Google Scholar
Williams, D, Yee, N and Caplan, S. 2008. Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-mediated Communication, 13(4): 993–1018. DOI:10.1111/j.1083-6101.2008.00428.xWilliamsDYeeNandCaplanS.2008Who plays, how much, and why? Debunking the stereotypical gamer profileJournal of Computer-mediated Communication134993101810.1111/j.1083-6101.2008.00428.xOpen DOISearch in Google Scholar
Willson, M. 2019. Raising the ideal child? Algorithms, quantification and prediction. Media, Culture & Society, 41(5): 620–636. DOI:10.1177/0163443718798901WillsonM.2019Raising the ideal child? Algorithms, quantification and predictionMedia, Culture & Society41562063610.1177/0163443718798901Open DOISearch in Google Scholar
Wu, H. 2013. Virtual community and older netizens’ social capital: A case study on ‘OldKids’ Website. Shanghai: Shanghai JiaoTong University Publishing House.WuH.2013Virtual community and older netizens’ social capital: A case study on ‘OldKids’ WebsiteShanghaiShanghai JiaoTong University Publishing HouseSearch in Google Scholar
Wu, H. 2016. Elderly people and the internet: A demographic reconsideration. In: Keane, M (ed.), Handbook of Cultural and Creative Industries in China. UK: Edward Elgar Publishing.WuH.2016Elderly people and the internet: A demographic reconsiderationInKeaneMedHandbook of Cultural and Creative Industries in ChinaUKEdward Elgar PublishingSearch in Google Scholar
Yoshizaki-Gibbons, HM. 2018. Engaging with ageing: A call for the greying of critical disability studies. In: Ellis, K, Garland-Thomson, R, Kent, M and Robertson, R (eds.), Manifestos for the future of critical disability studies. London: Routledge. pp. 201–210.Yoshizaki-GibbonsHM.2018Engaging with ageing: A call for the greying of critical disability studiesInEllisKGarland-ThomsonRKentMandRobertsonRedsManifestos for the future of critical disability studiesLondonRoutledgepp20121010.4324/9781351053341-16Search in Google Scholar
Yu, RP, McCammon, RJ and Ellison, NB. 2016. The relationships that matter: social network site use and social wellbeing among older adults in the United States of America. Ageing & Society, 36(9): 1826–1852. DOI:10.1017/S0144686X15000677YuRPMcCammonRJandEllisonNB.2016The relationships that matter: social network site use and social wellbeing among older adults in the United States of AmericaAgeing & Society3691826185210.1017/S0144686X15000677Open DOISearch in Google Scholar
Yuan, B, Folmer, E and Harris, FC. 2011. Game accessibility: A survey. Universal Access in the Information Society, 10: 81–100. DOI:10.1007/s10209-010-0189-5YuanBFolmerEandHarrisFC.2011Game accessibility: A surveyUniversal Access in the Information Society108110010.1007/s10209-010-0189-5Open DOISearch in Google Scholar
Zhang, F and Kaufman, D. 2016. Physical and cognitive impacts of digital games on older adults: A meta-analytic review. Journal of Applied Gerontology, 35(11): 1189–1210. Available at https://journals.sage-pub.com/doi/abs/10.1177/0733464814566678 [Last accessed 6 August 2020]. DOI:10.1177/0733464814566678ZhangFandKaufmanD.2016Physical and cognitive impacts of digital games on older adults: A meta-analytic reviewJournal of Applied Gerontology351111891210Available athttps://journals.sage-pub.com/doi/abs/10.1177/0733464814566678[Last accessed 6 August 2020]10.1177/0733464814566678Open DOISearch in Google Scholar