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Eludamos: Journal for Computer Game Culture
This study examines the biographical meaning of games and online games, arguing that understanding video games requires attention to offline, non-digital play and to the historical dimension of how people come to play. Drawing on a German research project begun in November 2007 and funded through a federal research program, the authors conducted biographical interviews with participants in three age groups (25 to 35, 45 to 50, and 60 to 70). The interviews were semi-structured conversations rather than rigid questionnaires, and were coded to identify recurring categories. A short survey of a Hamburg senior computer club found that many of over 150 members played computer games, but only three played online, and that many favored traditional card games and bundled titles such as Solitaire.
The analysis identifies four main categories: modes of speaking about games, the relationship between games and biography, evaluations and experiences of play, and the adoption of technology. Participants frequently struggled to describe what made games fascinating, often relying on analogies to films or books or simply demonstrating a game rather than explaining it. Older respondents tended to associate play with childhood and to idealize it as more creative and active, while expressing concern about fantasy worlds, screen-based violence, and reduced social or imaginative play. Benefits named included social contact, relaxation, memory training, and learning to lose, while drawbacks included addiction fears and perceived wasted time.
The authors conclude that play experiences are closely tied to life histories and social contexts, and that for many older adults the computer was adopted for reasons unrelated to games, such as family conversations or a desire to keep up with technology. The study's scope is qualitative and limited in size, and its findings are presented as preliminary.
DiGRA · 2025