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Games and Active Aging

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Encyclopedia of Computer Graphics and Games

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Active learning; Active videogames; Cognitive games

Definition

Games are an important toll of active aging as they enable knowledge acquisition processes, attribution of meaning to information, and enhance quality of life and psychological wellbeing to the older people.

Introduction

The aging of the population is one of the main challenges facing contemporary societies. As a result of a shared social construction, there is a discursive “requalification” of aging, associating it with a terminological plurality that deconstructs the prevalence of negative stereotypes that associate old age with dependence, lack of autonomy, disease, institutionalization, and a disregard of their heterogeneity.

Social exclusion of the elderly is a consequence of globalization as well as the condition of second-class citizenship (Amaral and Daniel 2016) for those who do not have access to digital capital. Games can enhance quality of life of the elderly in three perspectives: cognitive,...

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Correspondence to Inês Amaral .

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© 2018 Springer International Publishing AG

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Amaral, I., Fonseca, F. (2018). Games and Active Aging. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_159-1

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  • DOI: https://doi.org/10.1007/978-3-319-08234-9_159-1

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08234-9

  • Online ISBN: 978-3-319-08234-9

  • eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering

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