Jesse Filho’s online PhD defense takes place on the 6th December, at 10:00 a.m., with the topic Location based mobile games and active aging: the Pokémon Go study in seniors’ life | Os jogos móveis baseados em localização e o envelhecimento ativo: O estudo do Pokémon Go na vida dos seniores.
Jesse Nery Filho is a student of the PhD programme in Information and Communication in Digital Platforms and his supervisor is Ana Isabel Veloso (DigiMedia, UA).
DigiMedia members are invited to participate in this important moment.
Abstract:
Information and communication technologies have increasingly been part of people’s daily lives and have made it easier for people of all ages and in the most diverse sectors, including in the sectors of health, safety and participation, (which are) the pillars for the achievement of active aging in society, as suggested by the World Health Organization (2002). Some senior citizens take advantage of the use of technologies and research on the subject has been growing, but there are still few studies around the use of digital games, especially those that use geolocation integrated in the game mechanics. In this context, the present investigation centered on the question “How do Location Based Mobile Games (LBMG), namely Pokémon Go (PoGo), contribute to the Active Aging (AA) of players over 50 years old?”. In order to respond to this challenge, this investigation was structured in three phases. In the first phase, a qualitative investigation was carried out, aiming to study the profile of the players. An interpretive and inductive method was used, through a document analysis and a systematic literature review that showed at an international level there are few investigations with respect to this theme, and those that exist study, in isolation, the potential of the LBMG for the AA. In the second phase, a quantitative investigation was carried out, aiming to characterize the ecosystem of PoGo players. This phase used a survey method, where online surveys were conducted in Portugal, between August and October 2020, to collect more information about the players’ habits and their main perceptions in relation to the potential of the LBMG and AA. The analyzes of the given answers (moderate correlation, 20% < r < 50%, with a significance rate of 5%) point to the fact that the players’ experiences and their level of immersion when interacting with games in this category present actions sustained in the bases of active aging — namely health, participation, security, education, socialization and well-being. In the third phase, a qualitative investigation was carried out, with the objective of observing the subjects regarding the use of LBMG, through a participant field investigation. Data collection techniques through field observation, participant field diaries, semi-structured interviews and netnography study, supported by analysis and observation grids, with PoGo players over 50 years of age, residing in the city of Porto, allowed us to obtain data subjects and also for a triangulation with a systematic review of the literature and surveys. These data collections took place, both during the moments of interaction of the target audience with the games, and on social networks (since there is no communication channel in the game itself), between the months of August and November 2020. The data in this last phase of the investigation clarified doubts still open in the documentary and inquiry phases and, through a mixed methodology of data analysis, qualitative and quantitative, they sought to clarify that these types of games in fact enhance active aging, in the case of PoGo, through raids (missions) and events, mainly stimulating social interaction, learning, participation, physical activities and well-being. Given what was studied, it was possible to conclude that the AA elements are enhanced, mainly by the relations of the aspects of the Flow theory, described by Csikszentmihalyi (2002), as a sensation of distortion of time, expertise, attention and others, by the most diverse mechanics of the LBMG, especially for aspects based on location, which establish strong relationships between individuals and the environment in which they work, promoting the maintenance of motivations for active and dignified aging. It is also noteworthy that this thesis presents a set of recommendations for good practices and healthy habits for the senior population, technical notes for game developers, especially with a look at older players, and scientific-methodological aspects for society researchers wishing to study on the topic in question.
To participate follow the link: https://videoconf-colibri.zoom.us/j/87928836194