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Designing the Lost Self
Author(s) -
Romina Carrasco,
Jenny Waycott,
Steven Baker,
Frank Vetere
Publication year - 2018
Publication title -
griffith research online (griffith university)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.1145/3196709.3196773
Subject(s) - avatar , identity (music) , self representation , computer science , representation (politics) , human–computer interaction , ideal (ethics) , multimedia , world wide web , psychology , internet privacy , aesthetics , philosophy , epistemology , politics , humanities , political science , law
Older adults are increasingly engaging in online activities, including games, with other people. Many online environments require the user to create some form of self-representation, ranging from a simple user name through to a full body avatar. These self-representations not only enable access to online activities, but also provide an opportunity for expressing both the real and ideal identity. We wanted to better understand the impacts of later life on the construction of self-representations when playing online games. Our study used gameplay observations and semi-structured interviews with 10 older adult gamers aged from 65 to 95 years. We found they designed their player self-representations to project aspects of their lost (former) self and to embrace their present older selves. This engagement with self-representations as a form of self-expression suggests that designers need to consider older gamers, and their diverse preferences, when creating tools for customizable self-representations in online games.

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