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Playing to Be Heard: Rethinking Participation in Digital Ageing Through Governance-oriented Gamification

aut.relation.conference12th International Conference on Information and Communication Technologies for Ageing Well and e-Health
aut.relation.endpage110
aut.relation.startpage103
aut.relation.volume1
dc.contributor.authorWang, Cassie
dc.contributor.authorConn, Cath
dc.contributor.authorTrafford, Julie
dc.contributor.authorYang, Fuwen
dc.contributor.authorQiu, Wuqi
dc.date.accessioned2026-08-12T23:43:53Z
dc.date.issued2026-05-24
dc.description.abstractAs health and social care becomes increasingly digital-first, “participation” for older adults is often treated as a simple question: did they sign up, can they use it, and do they follow the rules? This paper argues that such a view misses what happens in everyday life. Many older people are not simply “non-compliant” or “low literacy”; they are trying to make sense of confusing systems, relying on family or community support to get things done, and sometimes stepping back when digital services feel risky, unfair, or hard to trust. If these experiences matter, then methods are needed that do more than measure uptake or performance. Older adults need ways to explain frustration, dependency, workaround, and refusal as part of living with digital-first systems. To address this gap, the paper proposes gamification not as a behaviour-change tool, but as a structured, low-pressure participatory format for sense-making and collective reflection around digital governance. Used in this way, gamification may help make visible where people get stuck, how support networks shape access, and what kinds of responsibility and control digital systems silently place on them. The paper develops this as a conceptual and methodological proposition, outlining a preliminary workflow, key design principles, and potential application scenarios rather than reporting a tested intervention or prototype. In doing so, it argues that digital participation should be understood not only as use, but as a lived and negotiated relationship with digital ageing governance.
dc.identifier.citationIn Proceedings of the 12th International Conference on Information and Communication Technologies for Ageing Well and e-Health ICT4AWE - Volume 1, 103-110, 2026 , Benidorm, Spain. ISBN 978-989-758-832-7; ISSN 2184-4984, SciTePress
dc.identifier.doi10.5220/0014693900004027
dc.identifier.isbn9789897588327
dc.identifier.issn2184-4984
dc.identifier.issn2184-4984
dc.identifier.urihttp://hdl.handle.net/10292/21757
dc.publisherSCITEPRESS - Science and Technology Publications
dc.relation.urihttps://www.scitepress.org/Link.aspx?doi=10.5220/0014693900004027
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.accessrightsOpenAccess
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject46 Information and Computing Sciences
dc.subject4701 Communication and Media Studies
dc.subject47 Language, Communication and Culture
dc.subject16 Peace, Justice and Strong Institutions
dc.subjectDigital Ageing
dc.subjectHealthy Ageing
dc.subjectParticipation
dc.subjectGamification
dc.subjectGovernance
dc.subjectOlder Adults
dc.subjectDigital-First Policy
dc.subjectSense-Making
dc.subjectInclusion
dc.titlePlaying to Be Heard: Rethinking Participation in Digital Ageing Through Governance-oriented Gamification
dc.typeConference Contribution
pubs.elements-id762476

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