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Background: Past research has found that positive intergenerational interactions can change young generation's negative attitudes towards the older generation. Among various types of intergenerational interactions, a gamified interaction, which consists of playing video-games together between two generations, has proved to be more effective. Research question: This research will specifically focus on three gamified interaction components: game design mechanism (competition vs. cooperation), player focus (process vs. outcome) and the game outcome (success vs. failure), and aim to explore whether and how gamified intergenerational interaction could change attitudes toward the older generation among younger generation.
intergenerational contact, ageism, gamification
intergenerational contact, ageism, gamification
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