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GG (Gaming Grandparents): Understanding the experiences of older players in multiplayer online environments
Jönköping University, Jönköping International Business School.
Jönköping University, Jönköping International Business School.
2025 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Background: The gaming industry has evolved from a youth-dominated niche into a global phenomenon within increasingly diverse demographics, including older adults aged 40 and above. Despite their longstanding engagement, many of whom have grown up alongside the industry, older gamers remain underrepresented in research and industry narratives that often focus on younger players or frame older gamers through therapeutic rather than recreational lenses. This study addresses this gap by examining the lived experiences of older gamers in online multiplayer environments.

Purpose: This study examines how older gamers experience and navigate online gaming spaces, which have traditionally been designed for younger audiences. It explores their motivations, social interactions, and strategies for coping with challenges such as toxicity and age-related stereotypes. By centeringthe voices of older players, the research challenges prevailing assumptions about aging in gamingculture and contributes to a more inclusive understanding of gamer identity.

Method: An exploratory qualitative approach was employed, using Interpretative Phenomenological Analysis (IPA) to analyze semi-structured interviews with 18 older gamers (aged 40–58) from seven countries. Participants were recruited through purposive and snowball sampling, ensuring active engagement in online gaming. Interviews explored themes such as community building, motivations, and encounters with toxicity. Data were transcribed, coded, and analyzed to identify emergent patterns and aggregate themes.

Conclusion: The study reveals that older gamers are motivated not only by social connection but also by an evolving balance between community, autonomy, and adaptation. Online games serve as spaces for meaningful relationships and personal agency, offering flexible ways to stay engaged amid life’s demands. While competitive drive persists, it is reshaped by maturity and self-direction. Encounters with toxicity are common but are rarely seen as exclusionary. Instead, many respond by fostering inclusive, respectful communities. These findings challenge stereotypes and demonstrate that older gamers are not outliers but active contributors shaping digital spaces.

Place, publisher, year, edition, pages
2025. , p. 99
Keywords [en]
Exclusion, Gaming, Older Gamers, Gatekeeping, Online Communities, Online Gaming, Self Determination Theory
National Category
Business Administration
Identifiers
URN: urn:nbn:se:hj:diva-67928OAI: oai:DiVA.org:hj-67928DiVA, id: diva2:1962040
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Available from: 2025-06-25 Created: 2025-05-28 Last updated: 2025-10-13Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf