The growing use of digital platforms among older adults has brought increased challenges to the design and development process, thus requiring considering age-related needs and changes. Nonetheless, a growing body of research suggests that different types of applications of digital platforms, i.e., digital games, can foster new opportunities to encourage active and healthy ageing (AHA) by promoting knowledge ac...
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. In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been acknowledged in the literature, far too little attention has be...
Seeking to capitalize the interest of younger audiences in game creation activities, the Gamers4Nature project aims to develop a toolkit designed to support game design by allowing the manipulation of the several elements that compose a game. Prior to the toolkit’s development, there was the need to establish the respective conceptual framework. This paper describes the process of defining the project’s concept...
The aim of this paper is to contribute to establishing practices to in- volve adults aged 50 and over in the design of digital games within the paradigm of active ageing. This paper focuses on a component of a larger project entitled SERIOUSGIGGLE integrated in the SEDUCE 2.0 research that enabled to develop the digital game JUMP that goes beyond illness recovery or skill maintenance, addressing active ageing. ...
The general decrease in fertility rates and the increase in longevity allow the incessant aging of the world population. Furthermore, senior citizens are becoming better consumers of tourism products, leading to the need to meet their context, demands, and preferences while avoiding overtourism. Although a boom is observed in this field, there is a lack of information and products that address cyclotourism, sen...
Older adults are becoming to comprise a significant proportion of the global population. Simultaneously, the use of technologies by this age group is growing at a fast pace. However, technological products still lack attention to older adults’ physiologic, psychologic, and social needs. Journalism is a significant part of one’s lives, as it allows to be always up to date with the World’s events, and which was n...
Seeking to capitalize the interest of younger audiences in game creation activities, the Gamers4Nature project aims to develop a toolkit designed to support game design by allowing the manipulation of the several elements that compose a game. Prior to the toolkit’s development, there was the need to establish the respective conceptual framework. This paper describes the process of defining the project’s concept...
Aging audiences and the shift of news consumption to an online paradigm have led to the need of finding strategies to engage aging readers with online news by assessing their news consumption habits and identifying the potential for digital platforms to assist the reader's journey, i.e., the activities performed from access to the information to the relatedness and shareability of the news content. It is well e...
Resumo: Em pleno período de confinamento social dada a pandemia da COVID-19, as desigualdades intergeracionais tendem a ser amplificadas não só no sistema educativo, mas também no acesso à informação e diferentes serviços que se encontram, cada vez mais, informatizados. Apesar de se ter verificado um interesse crescente nos últimos anos relativamente à concepção e desenvolvimento de plataformas digitais dirigid...