New Media & Society vol:17 issue:7 pages:1170-1186
The current study aims to integrate the findings of previous research on theuse of video games by older adults by applying the domestication framework (Silverstone, Hirsch, & Morley, 1992). A qualitative study was performed with 35 participants aged between 49and 73, who were targeted purposefully from a larger sample of 213. The analysis revealed how older adults appropriated digital games using pre-existing, public and co-constructed meanings, as well as how such meanings influence the incorporation of digital games in their daily routine. The study also reveals how the transformation of personal meanings into the public realm can be obstructed by social factors. Finally, the usefulness of the domestication framework for this topic of study as well as implications for future research are discussed.