Research Objectives

La Fundación General CSIC, and La Obra Social "la Caixa" have granted funding for 5 Proyectos Cero on Ageing. The research projects are aimed at improving the quality of life of older people. The call for projects was very competitive: 47 proposals were submitted and only 5 were selected. We are pleased to announce that “Worth Playing: Digital Games for Active and Positive Ageing”, coordinated by GTI-UPF, has been awarded with funding. The Proyectos Cero aim to promote innovative and interdisciplinary approaches to the resolution of problems and issues of high-impact, with scientific-technical character and social and economic interest. The Worth Playing project aims to enable an understanding and development of digital games that are worth playing by older people (60+) and their social circles. The project will research into ethnography, participatory design, and user experiences with the aim of understanding what makes digital games worth playing for older people. Digital games that are worth playing by people aged 60 and above are a new type of digital games, which can (and should) reinforce and exploit the strengths of older people as individuals and game players, as well as compensating for their limitations; reduce isolation and foster socialisation, both offline and online, and improve the physical and psychosocial wellbeing of older people. WorthPlay will design, develop and evaluate a prototype of an online game that is worth playing by older people. This will be done by involving and engaging in the research a user group, which will consist of older people of mixed gender, nationality and expertise playing games, and relevant members of their social circles. WorthPlay will take the state of art of human-computer interaction research with older people and digital games forward by:

  • Producing a human taxonomy of digital games for older people; providing a deeper understanding of everyday digital game by older people, of the challenges and opportunities of emerging human-game interaction styles and gaming platforms to improve the accessibility and playability of digital games for older people, and their physical and psychosocial wellbeing, of game adaptation to individual users, and of cultural similarities and differences in digital game play.
  • Improving relevant methodological aspects by looking into ethnography, user engagement, and iterative and participatory design, in out-of-laboratory conditions over extended periods of time.
  • Developing a pipeline to integrate the technology and research created during the project into marketable outcomes, and develop original methods of marketing digital games to the older population.