Computer games for the elderly
CQL '90 Proceedings of the conference on Computers and the quality of life
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
The impact of aging on access to technology
Universal Access in the Information Society
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Influence of social setting on player experience of digital games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Computers in Human Behavior
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Where everybody knows your game: the appeal and function of game cafés in western Europe
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Culturally based design: embodying trans-surface interaction in rummy
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Intergenerational gameplay: evaluating social interaction between younger and older players
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability an important goal for the design of therapeutic games for older adults
EPCE'13 Proceedings of the 10th international conference on Engineering Psychology and Cognitive Ergonomics: applications and services - Volume Part II
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
Can two-player games increase motivation in rehabilitation robotics?
Proceedings of the 2014 ACM/IEEE international conference on Human-robot interaction
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Digital games are an excellent means to meet and socialize with others in leisure time. Online co-play could in particular be of great value for isolated and less mobile seniors. However, recent findings suggest that seniors have negative perceptions about mediated co-play over the Internet. Since no empirical results are available for senior gamers, we studied seniors' player experience in three play configurations with increasing levels of social presence: virtual, mediated, and co-located co-play. Results showed that -- in contrast to young adults -- the increase in a positive player experience as a result from the presence of social elements does not entirely hold for senior gamers. Online co-play is experienced as least enjoyable and seniors' sense of social presence is not affected when a computer controlled co-player is substituted by a distant human co-player.