The representation of older people playing a digital game in the short film 'Pony Place': A semiotic and narratological analysis
Publication date
2017
Editors
Advisors
Supervisors
DOI
Document Type
Article
Metadata
Show full item recordCollections
License
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 square, narratological analysis
Citation
Loos, E F, Kubiński, P & Romero, M 2017, 'The representation of older people playing a digital game in the short film 'Pony Place': A semiotic and narratological analysis', Journal of Comparative Research in Anthropology and Sociology, vol. 8, no. 2, pp. 43-61. < http://compaso.eu/archive/issue-2-2017-aging-from-beyond-the-skin/loos-kubinski-romero-abstract/ >