Emotionally Challenging Games Can Satisfy Older Adults' Psychological Needs: From Empirical Study to Design Guidelines

Older adults often struggle to meet their psychological needs due to retirement and living alone. Recent studies suggest that games featuring emotional challenge (EC) can help fulfill basic psychological needs such as autonomy, competence, and relatedness by facilitating emotional exploration. However, it remains unclear whether older adults can benefit from EC games, whether they find this genre enjoyable, and how these games should be designed to better meet their needs. This work explores older adults’ experiences and perceptions of playing EC games through two studies. The first study involved playing Detroit: Become Human, revealing that older adults derived multifaceted psychological experiences from playing the game. The second study involved a custom-designed game scenario tailored to older adults, demonstrating that meaningful choices significantly influenced autonomy need satisfaction. Based on these findings, we offer five design guidelines for developing EC games that satisfy psychological needs of older adults.

Authors

Institutions

Publication Details

Published
2025-04-24
DOI
https://doi.org/10.1145/3706598.3713899
Citations
1
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
5.59
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Emotionally Challenging Games Can Satisfy Older Adults' Psychological Needs: From Empirical Study to Design Guidelines

Zhuying Li, Feng Tian, Xurong Xie, B. J. Liu et al.
1 citations
Technology Use by Older Adults
5.59
article

Emotionally Challenging Games Can Satisfy Older Adults' Psychological Needs: From Empirical Study to Design Guidelines

Zhuying Li, Feng Tian, Xurong Xie, B. J. Liu, Xiaolan Peng, Soumya C. Barathi, Alena Denisova, Min Zhou, Jin Huang
article en
1 citations

Abstract

Older adults often struggle to meet their psychological needs due to retirement and living alone. Recent studies suggest that games featuring emotional challenge (EC) can help fulfill basic psychological needs such as autonomy, competence, and relatedness by facilitating emotional exploration. However, it remains unclear whether older adults can benefit from EC games, whether they find this genre enjoyable, and how these games should be designed to better meet their needs. This work explores older adults’ experiences and perceptions of playing EC games through two studies. The first study involved playing Detroit: Become Human, revealing that older adults derived multifaceted psychological experiences from playing the game. The second study involved a custom-designed game scenario tailored to older adults, demonstrating that meaningful choices significantly influenced autonomy need satisfaction. Based on these findings, we offer five design guidelines for developing EC games that satisfy psychological needs of older adults.

Chinese Academy of Sciences (CN), Institute of Software (CN), University of York (GB), Southeast University (CN), Cardiff University (GB)
Openalex Percentile: Top 7%
Technology Use by Older Adults
5.59
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.