Abstract: Connectivity to the Information Society does not imply inclusion. Active members of the Information Society (IS) do not just own technology and a connection to the world wide web, they know how to use the technology and inform and express themselves through it. It is therefore not enough just to provide the technology, individuals also need to be able to use it to meet their needs and support their activities. We made use of what we call video games as a potential channel to support the e-inclusion of marginalised members into the information society. Most interactive video games are designed by and for younger adults from specific cultures and contexts, targeting specific markets. This neglects a vast world wide population with d...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
The aim of this paper is to contribute to establishing practices to in- volve adults aged 50 and ove...
Active ageing is the process of optimizing health, social participation and security in order to enh...
This report addresses the potential of digital games to support social inclusion and empowerment (DG...
In this paper we report on a qualitative study, investigating the meaning of digital games in the li...
While older people tend to be regarded as actual, or potential, players of digital games within lite...
In order to create active members of the Information Society (IS) it is not enough just to provide s...
Active ageing is the process of optimizing health, social participation and security in order to enh...
Digital socialisation is to learn the ways of living online, across national borders, local cultures...
Along last decades it has been developed didactic strategies. They have been helped with games’ comp...
Digital games are increasingly used in initiatives promoting personal empowerment and social inclusi...
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communi...
The progressive diffusion of interpersonal communication devices and their evolution into systems mo...
This research proposes to investigate the contribution that innovative development projects involvin...
The tight connection which occurs between entertainment and education has originated what is defined...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
The aim of this paper is to contribute to establishing practices to in- volve adults aged 50 and ove...
Active ageing is the process of optimizing health, social participation and security in order to enh...
This report addresses the potential of digital games to support social inclusion and empowerment (DG...
In this paper we report on a qualitative study, investigating the meaning of digital games in the li...
While older people tend to be regarded as actual, or potential, players of digital games within lite...
In order to create active members of the Information Society (IS) it is not enough just to provide s...
Active ageing is the process of optimizing health, social participation and security in order to enh...
Digital socialisation is to learn the ways of living online, across national borders, local cultures...
Along last decades it has been developed didactic strategies. They have been helped with games’ comp...
Digital games are increasingly used in initiatives promoting personal empowerment and social inclusi...
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communi...
The progressive diffusion of interpersonal communication devices and their evolution into systems mo...
This research proposes to investigate the contribution that innovative development projects involvin...
The tight connection which occurs between entertainment and education has originated what is defined...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
The aim of this paper is to contribute to establishing practices to in- volve adults aged 50 and ove...
Active ageing is the process of optimizing health, social participation and security in order to enh...