The representation of older people playing a digital game in the short film ‘Pony Place’: A semiotic and narratological analysis
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Eugène Loos [1]
Piotr Kubiński [2]
Margarida Romero [2]
Abstract: This article focuses on Dutch older adults’ use of digital devices in general, and digital games in particular, from an intergenerational perspective. We first present some facts related to provide insight into how Dutch older adults use such new media. Then, the case of the Dutch short film Pony Place is analyzed using a semiotic and narratological approach, to examine how older adults are represented as so-called ‘digital immigrants’, digitally illiterate persons who are unable to master a digital game device. Finally, an intergenerational digital game design approach is presented to show how older adults can actively be involved in the world of digital games, which could lead to a change from their unbalanced representation as digital immigrants to persons who are, like younger players, able to be active in the world of digital games. Keywords: Intergenerational gaming, homo ludens, representation, semiotic quadrant, narratological analysis |
[1] Utrecht University School of Governance, The Netherlands, e.f.loos@uu.nl
[2] University of Warsaw, Faculty of Polish Studies, Poland, piotr.kubinski@uw.edu.pl
[3] Laboratoire d’Innovation et Numérique pour l’Éducation à l’Université de Nice Sophia Antipolis, France, margarida.romero@fse.ulaval.ca