Jump to ContentJump to Main Navigation
Families at PlayConnecting and Learning through Video Games$
Users without a subscription are not able to see the full content.

Sinem Siyahhan and Elisabeth Gee

Print publication date: 2018

Print ISBN-13: 9780262037464

Published to MIT Press Scholarship Online: September 2018

DOI: 10.7551/mitpress/9780262037464.001.0001

Show Summary Details
Page of

PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 30 June 2022

Designing for Intergenerational Play

Designing for Intergenerational Play

(p.139) 6 Designing for Intergenerational Play
Families at Play

Sinem Siyahhan

Elisabeth Gee

The MIT Press

In this chapter, we bring everything together and provide guidance on how educators and game designers can facilitate productive family engagement around video games. We discuss activity structures we designed and tested in after school and home environments that help connect school, home, and community learning. We also draw upon two design-based research projects to examine how to develop video games for families that expand the current definition of “family-friendly games.”

Keywords:   Designing for intergenerational play, connecting school, home, community through games, supporting intergenerational play around video games, recommendations for educators and game designers

MIT Press Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.