Skip to main content

Abstract

Older people are increasingly turning to digital technologies as ways of achieving everyday tasks and connecting to sources of practical and social support. This chapter looks at their particular engagement with digital technologies and considers what it is that motivates them to adopt and use them. Broader adaptations to ageing inform the ways that they use video games, mobile phones, the internet and social networking sites. The social potential of digital technology appears particularly significant to older people, and the reasons for this are considered, examining how their attitudes towards digital interaction diverge from younger generations. Finally, older people’s experiences are placed within their sociocultural context, where the dilemmas of ‘ageing societies’ are promoted as an imperative for their greater digital inclusion.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., et al. (2013). Video game training enhances cognitive control in older adults. Nature, 501(7465), 97–101.

    Article  Google Scholar 

  • Argamon, S., Koppel, M., Pennebaker, J. W., & Schler, J. (2007). Mining the blogosphere: Age, gender and the varieties of self-expression. First Monday, 12(9).

    Google Scholar 

  • Baltes, P.,& Baltes, M. (1990). Successful aging. Cambridge: Cambridge University Press.

    Google Scholar 

  • Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765.

    Article  Google Scholar 

  • Boot, W. R., Champion, M., Blakely, D. P., Wright, T., Souders, D. J., & Charness, N. (2013). Video games as a means to reduce age-related cognitive decline: Attitudes, compliance, and effectiveness. Frontiers in Psychology, 4.

    Google Scholar 

  • Brandtzæg, P. B., & Heim, J. (2009). Why people use social networking sites. In Online communities and social computing (pp. 143–152). Berlin and Heidelberg: Springer.

    Chapter  Google Scholar 

  • Cacioppo, J. T., Hughes, M. E., Waite, L. J., Hawkley, L. C., & Thisted, R. A. (2006). Loneliness as a specific risk factor for depressive symptoms: Cross-sectional and longitudinal analyses. Psychology and Aging, 21(1), 140.

    Article  Google Scholar 

  • Carstensen, L. L., Isaacowitz, D. M., & Charles, S. T. (1999). Taking time seriously: A theory of socioemotional selectivity. American Psychologist, 54, 165–181.

    Article  Google Scholar 

  • Chang, P. F., Choi, Y. H., Bazarova, N. N., & Löckenhoff, C. E. (2015). Age differences in online social networking: Extending socioemotional selectivity theory to social network sites. Journal of Broadcasting and Electronic Media, 59(2), 221–239.

    Article  Google Scholar 

  • Chen, Y., Wen, J., & Xie, B. (2012). “I communicate with my children in the game”: Mediated intergenerational family relationships through a social networking game. The Journal of Community Informatics, 8(1).

    Google Scholar 

  • Curran, K., Walters, N., & Robinson, D. (2007). Investigating the problems faced by older adults and people with disabilities in online environments. Behavior and Information Technology, 26, 447–453.

    Article  Google Scholar 

  • Czaja, S., & Lee, C. C. (2007). The impact of aging on access to technology. Universal Access in the Information Society (UAIS), 5(4), 341–349.

    Article  Google Scholar 

  • Czaja, S. J., Charness, N., Fisk, A. D., Hertzog, C., Nair, S. N., & Rogers, W. A. (2006). Factors predicting the use of technology: Findings from the Center for Research and Education on Aging and Technology Enhancement (CREATE). Psychology and Aging, 21, 333–352.

    Article  Google Scholar 

  • Ducheneaut, N., Wen, M. H., Yee, N., & Wadley, G. (2009, April). Body and mind: A study of avatar personalization in three virtual worlds. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1151–1160). New York: ACM.

    Google Scholar 

  • Entertainment Software Association. (2017). 2017 Essential facts about the computer and video game industry. Retrieved from http://www.theesa.com/wp-content/uploads/2017/09/EF2017_Design_FinalDigital.pdf.

  • Erikson, E. H., & Erikson, J. M. (1998). The life cycle completed. New York: Norton.

    Google Scholar 

  • European Commission. (2014). People in the EU—Statistics on an ageing society. Retrieved from http://ec.europa.eu/eurostat/statistics-explained/index.php/People_in_the_EU_%E2%80%93_statistics_on_an_ageing_society. Accessed November 5, 2017.

  • European Commission. (2016). Digital inclusion for a better EU society. DG CONNECT, European Commision. Retrieved from https://ec.europa.eu/digital-single-market/en/digital-inclusion-better-eu-society. Accessed August 23, 2017.

  • Farley, A., McLafferty, E., & Hendry, C. (2011). The physiological effects of ageing. Hoboken: Wiley.

    Google Scholar 

  • Fokkema, T., & Knipscheer, K. (2007). Escape loneliness by going digital: A quantitative and qualitative evaluation of a Dutch experiment in using ECT to overcome loneliness among older adults. Aging and Mental Health, 11(5), 496–504.

    Article  Google Scholar 

  • González, V. M., Jomhari, N., & Kurniawan, S. H. (2012). Photo-based narratives as communication mediators between grandparents and their children and grandchildren living abroad. Universal Access in the Information Society, 11(1), 67–84.

    Article  Google Scholar 

  • Goldstein, J., Cajko, L., Oosterbroek, M., Michielsen, M., Van Houten, O., & Salverda, F. (1997). Video games and the elderly. Social Behavior and Personality: An International Journal, 25(4), 345–352.

    Article  Google Scholar 

  • Granovetter, M. S. (1983). The strength of weak ties: A network theory revisited. Sociological Theory, 1, 201–233.

    Article  Google Scholar 

  • Gregor, P., Newell, A. F., & Zajicek, M. (2002, July). Designing for dynamic diversity: Interfaces for older people. In Proceedings of the Fifth International ACM Conference on Assistive Technologies (pp. 151–156). New York: ACM.

    Google Scholar 

  • Harley, D. A., & Fitzpatrick, G. (2009a). YouTube and intergenerational communication: The case of Geriatric 1927. Universal Access in the Information Society, 8(1), 5–20.

    Article  Google Scholar 

  • Harley, D. A., & Fitzpatrick, G. (2009b). Creating a conversational context through video blogging: A case study of Geriatric 1927. Computers in Human Behavior, 25(3), 679–689.

    Article  Google Scholar 

  • Harley, D. A., Howland, K., & Harris, E. C. (2016). Trajectories to community engagement: Understanding older people’s experiences of engagement with online and local communities. The Journal of Community Informatics, 12(1).

    Google Scholar 

  • Harper, S. (2014). Ageing societies. Abingdon: Routledge.

    Google Scholar 

  • Harwood, J. (2000). Communication media use in the grandparent-grandchild relationship. Journal of Communication, 50(4), 56–78.

    Article  Google Scholar 

  • Harwood, J. (2004). Relational, role, and social identity as expressed in grandparents’ personal web sites. Communication Studies, 55(2), 300–318.

    Article  Google Scholar 

  • Haslam, S. A., Jetten, J., Postmes, T., & Haslam, C. (2009). Social identity, health and well-being: An emerging agenda for applied psychology. Applied Psychology, 58(1), 1–23.

    Article  Google Scholar 

  • Heo, J., Chun, S., Lee, S., Lee, K. H., & Kim, J. (2015). Internet use and well-being in older adults. Cyberpsychology, Behavior, and Social Networking, 18(5), 268–272.

    Article  Google Scholar 

  • Hill, R., Beynon-Davies, P., & Williams, M. D. (2008). Older people and internet engagement. Acknowledging social moderators of internet adoption, access and use. Information Technology and People, 21(3), 244–266.

    Article  Google Scholar 

  • IJsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007). Digital game design for elderly users. In B. Kapralos, M. Katchabaw, & J. Rajnovich (Eds.), Future Play 07 Proceedings of the 2007 Conference on Future Play (pp. 17–22). New York: ACM.

    Google Scholar 

  • ISFE. (2012). Videogames in Europe: Consumer study. Great Britain, November 2012. Retrieved from http://www.isfe.eu/sites/isfe.eu/files/attachments/great_britain_-_isfe_consumer_study.pdf.

  • James, B. D., Wilson, R. S., Barnes, L. L., & Bennett, D. A. (2011). Late-life social activity and cognitive decline in old age. Journal of the International Neuropsychological Society, 17(6), 998–1005.

    Article  Google Scholar 

  • Jung, E. H., & Sundar, S. S. (2016). Senior citizens on Facebook: How do they interact and why? Computers in Human Behavior, 61, 27–35.

    Article  Google Scholar 

  • Karavidas, M., Lim, N. K., & Katsikas, S. L. (2005). The effects of computers on older adult users. Computers in Human Behavior, 21, 679–711.

    Article  Google Scholar 

  • Kurniawan, S. (2008). Older people and mobile phones: A multi-method investigation. International Journal of Human–Computer Studies, 66(12), 889–901.

    Article  Google Scholar 

  • Kuss, J. D., Griffiths, M. D., Karila, L., & Billieux, J. (2014). Internet addiction: a systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20(25), 4026–4052.

    Article  Google Scholar 

  • Lehtinen, V., Näsänen, J., & Sarvas, R. (2009), “A little silly and empty-headed”—Older adults’ understandings of social networking sites. In Proceedings of the 2009 British Computer Society Conference on Human–Computer Interaction, BCS-HCI 2009 (pp. 45–54). Cambridge: British Computer Society.

    Google Scholar 

  • Levy, B. R., Chung, P. H., Bedford, T., & Navrazhina, K. (2013). Facebook as a site for negative age stereotypes. The Gerontologist, 54(2), 172–176.

    Article  Google Scholar 

  • Lindley, S. E., Harper, R., & Sellen, A. (2009, April). Desiring to be in touch in a changing communications landscape: Attitudes of older adults. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1693–1702). New York: ACM.

    Google Scholar 

  • Luijkx, K., Peek, S., & Wouters, E. (2015). “Grandma, you should do it—It’s cool” Older adults and the role of family members in their acceptance of technology. International Journal of Environmental Research and Public Health, 12(12), 15470–15485.

    Article  Google Scholar 

  • Martey, R. M., Stromer-Galley, J., Consalvo, M., Wu, J., Banks, J., & Strzalkowski, T. (2015). Communicating age in second life: The contributions of textual and visual factors. New Media and Society, 17(1), 41–61.

    Article  Google Scholar 

  • McCarthy, H., & Thomas, G. (2004). Home alone: Combating isolation with older housebound people. London: Demos.

    Google Scholar 

  • Medlock, S., Eslami, S., Askari, M., Arts, D. L., Sent, D., de Rooij, S. E., et al. (2015). Health information—Seeking behavior of seniors who use the internet: A survey. Journal of Medical Internet Research, 17(1).

    Google Scholar 

  • Myers, D. G., & Diener, E. (1995). Who is happy? Psychological Science, 6, 10–19.

    Article  Google Scholar 

  • Nelson, T. D. (2005). Ageism: Prejudice against our feared future self. Journal of Social Issues, 61(2), 207–221.

    Article  Google Scholar 

  • Nimrod, G. (2009). Seniors’ online communities: A quantitative content analysis. The Gerontologist, 50(3), 382–392.

    Article  Google Scholar 

  • Nimrod, G. (2010). The fun culture in seniors’ online communities. The Gerontologist, 51(2), 226–237.

    Article  Google Scholar 

  • Nimrod, G. (2012). Online communities as a resource in older adults’ tourism. The Journal of Community Informatics, 8(1).

    Google Scholar 

  • Nosko, A., Wood, E., & Molema, S. (2010). All about me: Disclosure in online social networking profiles: The case of Facebook. Computers in Human Behavior, 26(3), 406–418.

    Article  Google Scholar 

  • Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akitsuki, Y., Shigemune, Y. et al. (2012). Brain training game improves executive functions and processing speed in the elderly: A randomized controlled trial. PLoS One, 7(1), e29676.

    Article  Google Scholar 

  • OfCom. (2011). Communications market report. Retrieved from https://www.ofcom.org.uk/__data/assets/pdf_file/0026/28484/uk_cmr_2011_final.pdf. Accessed October 2, 2017.

  • OfCom. (2017). Adults’ media use and attitudes. Retrieved from https://www.ofcom.org.uk/__data/assets/pdf_file/0020/102755/adults-media-use-attitudes-2017.pdf. Accessed November 1, 2017.

  • Oldenburg, R. (1999). The great good place: Cafes, coffee shops, bookstores, bars, hair salons and other hangouts at the heart of a community (2nd ed.). New York: Marlowe and Company.

    Google Scholar 

  • Ozimek, P., & Bierhoff, H. W. (2016). Facebook use depending on age: The influence of 4s. Computers in Human Behavior, 61, 271–279.

    Article  Google Scholar 

  • Pecino, R. M., Lera, M. J., & Martinez-Pecino, M. (2012). Active seniors and mobile phone interaction. Social Behavior and Personality: An International Journal, 40(5), 875–880.

    Article  Google Scholar 

  • Pew Internet. (2017). Tech adoption climbs among older adults. May 2017. Retrieved from http://www.pewinternet.org/2017/05/17/technology-use-among-seniors/. Accessed November 1, 2017.

  • Pfeil, U., & Zaphiris, P. (2009). Investigating social network patterns within an empathic online community for older people. Computers in Human Behavior, 25(5), 1139–1155.

    Article  Google Scholar 

  • Plaza, I., Martín, L., Martin, S., & Medrano, C. (2011). Mobile applications in an aging society: Status and trends. Journal of Systems and Software, 84(11), 1977–1988.

    Article  Google Scholar 

  • Putnam, R. D. (2000). Bowling alone: The collapse and revival of American community. New York, NY: Simon & Schuster.

    Book  Google Scholar 

  • Rogers, E. M. (1995). Diffusion of Innovations (4th ed.). New York: Free Press.

    Google Scholar 

  • Rook, K. S. (1990). Stressful aspects of older adults’ social relationships: Current theory and research. Stress and Coping in Later-Life Families, 173–192.

    Google Scholar 

  • Rook, K. S., & Charles, S. T. (2017). Close social ties and health in later life: Strengths and vulnerabilities. American Psychologist, 72(6), 567.

    Article  Google Scholar 

  • Salmon, J. P., Dolan, S. M., Drake, R. S., Wilson, G. C., Klein, R. M., & Eskes, G. A. (2017). A survey of video game preferences in adults: Building better games for older adults. Entertainment Computing, 21, 45–64.

    Article  Google Scholar 

  • Schiano, D. J., Nardi, B., Debeauvais, T., Ducheneaut, N., & Yee, N. (2011). A new look at World of Warcraft’s social landscape. In Proceedings of the 6th International Conference on the Foundations of Digital Games (pp. 174–179). France: Bordeaux.

    Google Scholar 

  • Selwyn, N., Gorard, S., Furlong, J., & Madden, L. (2003). The information aged: Older adults’ use of information and communications technology in everyday life. Ageing & Society, 23, 561–582.

    Article  Google Scholar 

  • Siibak, A., & Tamme, V. (2013). ‘Who introduced granny to Facebook?’ An exploration of everyday family interactions in web-based communication environments. Northern Lights: Film and Media Studies Yearbook, 11(1), 71–89.

    Article  Google Scholar 

  • Siriaraya, P., & Ang, C. S. (2012). Characteristics and usage patterns of older people in a 3D online multi-user virtual environment. Computers in Human Behavior, 28(5), 1873–1882.

    Article  Google Scholar 

  • Slegers, K., van Boxtel, M. P. J., & Jolles, J. (2009). The effects of computer training and internet usage on cognitive abilities of older adults: A randomized controlled study. In K. Slegers & M. P. J. van Boxtel (Eds.), Successful cognitive aging: The use of computers and the internet to support autonomy later in life (pp. 41–58). Maastricht, The Netherlands: Neuropsychological Publishers.

    Google Scholar 

  • Sorce, P., Perotti, V., & Widrick, S. (2005). Attitude and age differences in online buying. International Journal of Retail and Distribution Management, 33(2), 122–132.

    Article  Google Scholar 

  • Stack Overflow. (2016). Developer Survey Results 2016. Stack Overflow. Retrieved from https://insights.stackoverflow.com/survey/2016.

  • Stanford Center on Longevity and Max Planck Institute for Human Development. (2015, October 15). A consensus on the brain training industry from the scientific community. Stanford, CA: Stanford Center on Longevity. Retrieved from http://longevity3.stanford.edu/blog/2014/10/15/the-consensus-on-the-brain-training-industry-from-the-scientificcommunity-2/.

  • Statista. (2017). Distribution of Facebook users worldwide as of January 2017, by age and gender. Statista. Retrieved from https://www.statista.com/statistics/376128/facebook-global-user-age-distribution/.

  • Stern, Y., Blumen, H., Rich, L., Richards, A., Herzberg, G., & Gopher, D. (2011). Space Fortress game training and executive control in older adults: A pilot intervention. Aging, Neuropsychology and Cognition, 18, 653–677.

    Article  Google Scholar 

  • Sum, S., Mathews, M., Pourghasem, M., & Hughes, I. (2008). Internet technology and social capital: How the Internet affects seniors’ social capital and wellbeing. Journal of Computer-Mediated Communication, 14(1), 202–220.

    Article  Google Scholar 

  • Tomaka, J., Thompson, S., & Palacios, R. (2006). The relation of social isolation, loneliness, and social support to disease outcomes among the elderly. Journal of Aging and Health, 18, 359–384.

    Article  Google Scholar 

  • Turkle, S. (1995). Life in the screen: Identity in the Internet. New York: Simon.

    Google Scholar 

  • UK Government. (2012). Government digital strategy. Cabinet Office, UK Government. Retrieved from https://www.gov.uk/government/publications/government-digital-strategy. Accessed November 8, 2017.

  • UK Government. (2017). Digital inclusion and skills policy. Department for Digital, Culture, Media and Sport, UK Government. Retrieved from https://www.gov.uk/government/publications/digital-inclusion-and-skills-policy/digital-skills-and-inclusion-policy. Accessed August 23, 2017.

  • United Nations. (2007). World economic and social survey 2007: Development in an ageing world. New York. Retrieved from http://www.un.org/en/development/desa/policy/wess/wess_archive/2007wess.pdf. Accessed October 10, 2017.

  • Van den Bogaard, L., Henkens, K., & Kalmijn, M. (2014). So now what? Effects of retirement on civic engagement. Ageing & Society, 34(7), 1170–1192.

    Article  Google Scholar 

  • van Deursen, A. J., & Helsper, E. J. (2015). A nuanced understanding of Internet use and non-use among the elderly. European Journal of Communication, 30(2), 171–187.

    Article  Google Scholar 

  • Van Dijk, J. (2005). The deepening divide. Inequality in the information society. London: Sage.

    Google Scholar 

  • Vance, D., Dawson, J., Wadley, V., Edwards, J., Roenker, D., Rizzo, M., et al. (2007). The accelerate study: The longitudinal effect of speed of processing training on cognitive performance of older adults. Rehabilitation Psychology, 52(1), 89.

    Article  Google Scholar 

  • Vanderbeck, R. M. (2007). Intergenerational geographies: Age relations, segregation and re-engagements. Geography Compass, 1(2), 200–221.

    Article  Google Scholar 

  • Vroman, K. G., Arthanat, S., & Lysack, C. (2015). “Who over 65 is online?” Older adults’ dispositions toward information communication technology. Computers in Human Behavior, 43, 156–166.

    Article  Google Scholar 

  • Wagner, N., Hassanein, K., & Head, M. (2010). Computer use by older adults: A multi-disciplinary review. Computers in Human Behavior, 26(5), 870–882.

    Article  Google Scholar 

  • Weatherall, J. W. A. (2000). A grounded theory analysis of older adults and information technology. Educational Gerontology, 26(4), 371–386.

    Article  Google Scholar 

  • Webster, J., & Martocchio, J. J. (1992). Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly, 201–226.

    Article  Google Scholar 

  • Wright, K. (2000a). Computer-mediated social support, older adults, and coping. Journal of Communication, 50(3), 100–118.

    Article  Google Scholar 

  • Wright, K. (2000b). The communication of social support within an on-line community for older adults: A qualitative analysis of the SeniorNet community. Qualitative Research Reports in Communication, 1(2), 33–43.

    Google Scholar 

  • Xie, B. (2008a). Multimodal computer-mediated communication and social support among older Chinese internet users. Journal of Computer-Mediated Communication, 13(3), 728–750.

    Article  Google Scholar 

  • Xie, B. (2008b). The mutual shaping of online and offline social relationships. Information Research: An International Electronic Journal, 13(3).

    Google Scholar 

  • Yao, M. Z., & Zhong, Z. J. (2014). Loneliness, social contacts and Internet addiction: A cross-lagged panel study. Computers in Human Behavior, 30, 164–170.

    Article  Google Scholar 

  • Zhang, F., & Kaufman, D. (2016a). Physical and cognitive impacts of digital games on older adults: A meta-analytic review. Journal of Applied Gerontology, 35(11), 1189–1210.

    Article  Google Scholar 

  • Zhang, F., & Kaufman, D. (2016b). Older adults’ social interactions in Massively Multiplayer Online Role-Playing Games (MMORPGs). Games and Culture, 11(1–2), 150–169.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dave Harley .

Copyright information

© 2018 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Harley, D., Morgan, J., Frith, H. (2018). Growing Older. In: Cyberpsychology as Everyday Digital Experience across the Lifespan. Palgrave Macmillan, London. https://doi.org/10.1057/978-1-137-59200-2_8

Download citation

Publish with us

Policies and ethics