Prelims
Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
ISBN: 978-1-83982-639-9, eISBN: 978-1-83982-638-2
Publication date: 25 October 2022
Citation
Marston, H.R., Shore, L., Stoops, L. and Turner, R.S. (2022), "Prelims", Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives, Emerald Publishing Limited, Leeds, pp. i-xxiii. https://doi.org/10.1108/978-1-83982-638-220221001
Publisher
:Emerald Publishing Limited
Copyright © 2022 Hannah R. Marston, Linda Shore, Laura Stoops and Robbie S. Turner
Half Title Page
Transgenerational Technology and Interactions for the 21st Century
Title Page
Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
BY
HANNAH R. MARSTON
The Open University, UK
LINDA SHORE
Glasgow School of Art, UK
LAURA STOOPS
Age NI, UK
AND
ROBBIE S. TURNER
Spektrum-Group, Spain
United Kingdom – North America – Japan India – Malaysia – China
Copyright Page
Emerald Publishing Limited
Howard House, Wagon Lane, Bingley BD16 1WA, UK
First edition 2022
Copyright © 2022 Hannah R. Marston, Linda Shore, Laura Stoops, and Robbie S. Turner. Published under exclusive license by Emerald Publishing Limited.
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ISBN: 978-1-83982-639-9 (Print)
ISBN: 978-1-83982-638-2 (Online)
ISBN: 978-1-83982-640-5 (Epub)
Contents
List of Figures and Tables | xi |
List of Abbreviations | xv |
About the Authors | xix |
Foreword | xxi |
Acknowledgements | xxiii |
Chapter 1: Introduction | 1 |
Historical Events of the Twentieth Century – the 1980s–1990 | 5 |
1990–2000s | 7 |
2000s–Present | 9 |
Aims and Objectives | 9 |
Coining of New Terms | 10 |
Overview of Chapters | 10 |
Chapter 2 – The Current State of Technology and Digital Games | 10 |
Chapter 3 – Adoption, Benefits and Challenges of Technology: Insights from Citizens in Northern Ireland | 11 |
Chapter 4 – Technology in the Role of Stakeholders, Social Enterprise, Industry and Smart Age-friendly Ecosystems in the 21st Century | 11 |
Chapter 5 – “The Older You Get, People Get Less Active, and Then They Feel the Cold” | 11 |
Chapter 6 – Digital Inequities and Society | 12 |
Chapter 7 – The Research Environment | 12 |
Chapter 8 – Not a Conclusion – But a Manifesto! | 12 |
Chapter 9 – The Journey: Author Biographies and Trajectories | 12 |
Chapter 2: The Current State of Technology and Digital Games | 13 |
Introduction | 13 |
Technologies of the 20th and 21st Centuries | 14 |
Technology Use in a Global Pandemic | 16 |
Generational Overview | 19 |
Digital Games and the Current State of Play | 19 |
Generation X and Digital Gaming | 26 |
Transgenerational Gaming | 28 |
Why is There Little Insights into Digital Games and Older Adults Who Are Ageing Without Children (AWOC)? | 28 |
Interaction and Engagement | 29 |
X-Reality (XR), Virtual Reality (VR), and Augmented Reality (AR) | 30 |
The Rise of Apps | 32 |
Assistive Technology and the Internet of Things (IoTs) | 33 |
Wearable and Implantable Devices | 34 |
Summary | 36 |
Chapter 3: Adoption, Benefits and Challenges of Technology: Insights from Citizens in Northern Ireland | 37 |
Introduction | 37 |
Background | 37 |
The Age NI Team | 38 |
Engagement with Older People and Service Provision | 38 |
Working With Members of the Community | 38 |
Informed Consent and Recruitment | 38 |
Data Collection | 39 |
Topic Guide and Questions for Focus Groups | 40 |
Findings from Online Survey | 40 |
Online Survey by Respondents: Characteristics | 40 |
Access to the Internet and Purpose | 43 |
Digital Device Ownership, Use and Purpose | 44 |
Learning and Motivations to Technology Use | 46 |
Changes in Technology Usability in the Home and the Workplace | 46 |
Sharing Information | 49 |
Workshops | 50 |
Benefits to Using Technology | 52 |
Enhancing Social Connections, Geography Displacement and Interactions | 52 |
Adoption of (New) Platforms and Devices | 54 |
Leisure Activities | 56 |
Positive Aspirations for Technology – Thoughts and Attitudes | 59 |
Intergenerational Engagement | 61 |
Digital skills, Confidence, and Training | 63 |
Surveillance | 64 |
Challenges to Using Technology | 64 |
Adopting New Technologies and Safety Concerns | 64 |
Health and Technology | 66 |
Learning and Training | 68 |
Technology Barriers and Negative Experiences | 70 |
Privacy, Data, Scamming and Information | 71 |
Summary | 72 |
Chapter 4: Technology in the Role of Stakeholders, Social Enterprise, Industry and Smart Age-friendly Ecosystems in the 21st Century | 75 |
Introduction | 75 |
Setting the Scene | 76 |
Gerontechnology from the Beginning | 77 |
Ageing in Place, Age-friendly Cities and Communities (AFCC), Ecosystems and Frameworks | 81 |
AFCC Design Implementation from Dubai and Barcelona | 86 |
Dementia Friendly Cities and Communities | 91 |
Coastal Regions | 93 |
A Global Pandemic | 95 |
Technology Use in the Pandemic | 99 |
Digital Communities Wales | 101 |
Age NI and the Role Digital Technology Plays in this Stakeholder | 103 |
Age NI Consultative Forum | 103 |
Transition to Digital Technology in the Context of COVID-19 | 104 |
March 2020 – the Start of Lockdown | 104 |
June to August 2020 – Easing of Restrictions | 105 |
September to November 2020 – Uncertainty and Lockdown | 105 |
November 2021 – Update | 106 |
Key Benefits and Challenges to Embracing Digital Technology | 107 |
Social Enterprises and the Role Digital Technology Plays in this Segment of Society | 108 |
How Does Technology Play a Role in Industry? | 108 |
Summary | 109 |
Chapter 5: ‘The Older You Get, People Get Less Active, and Then They Feel the Cold’ (Quote from the Field – Shore, 2019) | 113 |
Introduction | 113 |
Ageing Experience and Empathy | 114 |
Emotional Design and Empathy | 115 |
Ageing Experience | 115 |
Older Adults and Technology Accessibility | 115 |
Research Experiences | 116 |
Perceptions to Emerging Technology | 117 |
Fieldwork Stories | 118 |
Technology Acceptance | 123 |
Summary | 125 |
Chapter 6: Digital Inequities and Society | 127 |
Introduction | 127 |
Digital Divide and Digital Poverty in the Twenty-first Century | 127 |
Digital Exclusion Across the UK | 133 |
Household Income and Regions | 133 |
Digital Skills, Internet Access and Purpose | 135 |
(Digital) Exclusion, Inequities, Community Involvement and the Pandemic | 137 |
Case study #1 – Digital Inclusion and Exclusion Across UK Nations | 138 |
Case study #2 – Ageing Without Children (AWOC) in the Twenty-first Century | 140 |
Case study #3 – Looking Back Through the Lens of the Digital Divide on Historical Events | 142 |
Case study #4 – From Military Personnel to Civilian, Impact(s) of Leaving the Armed Forces | 150 |
Summary | 154 |
Chapter 7: The Research Environment | 157 |
Introduction | 157 |
Interdisciplinary Research (IDR) | 157 |
Barriers and Enablers to Conducting IDR | 159 |
Research Experiences | 159 |
Examples of Research Projects and Approaches | 161 |
Case 1 – Conducting Sensitive Research (Topics) | 161 |
Case 2 – Conducting International Research | 164 |
Case 3 – Conducting Co-Production Research | 165 |
Case 4 – Conducting Intergenerational and ‘in the wild’ Research | 166 |
Age NI Stakeholder | 167 |
Target Audiences and Co-Researchers | 168 |
Challenges and Benefits to Co-Production | 169 |
Social Enterprises | 170 |
Industry | 170 |
Summary | 171 |
Chapter 8: Not a Conclusion – But a Manifesto! | 173 |
Chapter 2 – The Current State of Technology and Digital Games | 174 |
Chapter 3 – Adoption, Benefits and Challenges of Technology: Insights from Citizens in Northern Ireland | 174 |
Chapter 4 – Technology in the Role of Stakeholders, Social Enterprise, Industry and Smart Age-friendly Ecosystems in the 21st Century | 174 |
Chapter 5 – “the older you get, people get less active, and then they feel the cold” | 176 |
Chapter 6 – Digital Inequities and Society | 176 |
Chapter 7 – The Research Environment | 176 |
Chapter 8 – Not a Conclusion – But a Manifesto! | 176 |
Chapter 9 – The Journey: Author Biographies and Trajectories | 176 |
Chapter 9: The Journey: Author Biographies and Trajectories | 177 |
Hannah R. Marston | 177 |
Questions and Answers | 178 |
What Inspired You to Work in the Field(s) of Your Choice? | 178 |
What Impact has the Pandemic had on You? | 179 |
Name 1–3 Things that You Enjoy about the Work that You Do? | 180 |
Share a Vision You have to the Future? | 181 |
Linda Shore | 182 |
Questions and Answers | 183 |
What Inspired You to Work in the Field(s) of Your Choice? | 183 |
What Impact has the Pandemic had on You? | 183 |
Name 1–3 Things that You Enjoy about the Work that You Do? | 184 |
Share a Vision You have to the Future? | 184 |
Laura Stoops | 184 |
Questions and Answers | 185 |
What Inspired You to Work in the Field(s) of Your Choice? | 185 |
What Impact has the Pandemic had on You? | 186 |
Name 1–3 Things that You Enjoy about the Work that You Do? | 187 |
Share a Vision You have to the Future? | 188 |
Robbie S. Turner | 189 |
Questions and Answers | 192 |
What Inspired You to Work in the Field(s) of Your Choice? | 192 |
What Impact has the Pandemic had on You? | 192 |
Name 1–3 Things that You Enjoy about the Work that You Do? | 193 |
Share a Vision you have to the Future? | 193 |
Reference | 195 |
Index | 231 |
List of Figures and Tables
Figures
Fig. 1.1 | Overview of Running Metrics, Tracking and Analysis | 4 |
Fig. 2.1 | Media Use Across the Nations of the UK | 14 |
Fig. 2.2a and 2.2b | COVID-19 App for England and Wales | 17 |
Fig. 2.2c and 2.2d | COVID-19 App for Scotland and Northern Ireland | 18 |
Fig. 2.3 | Video Game Statistics Published Between 2004 and 2020 | 22 |
Fig. 2.4 | Motivations for Game Playing by Ethnicity | 24 |
Fig. 2.5 | Frequency and Time for Game Playing by Ethnicity | 25 |
Fig. 2.6 | Game Genres Played by Ethnicity | 25 |
Fig. 2.7 | Motivations for Game Playing by Gender | 26 |
Fig. 2.8 | Preferred Game Genres and Devices Played by Gender | 26 |
Fig. 2.9 | Frequency and Time for Game Playing by Gender | 27 |
Fig. 2.10 | Diabetes Tattoo from the DermalAbyss Project. | 36 |
Fig. 3.1 | Concept Mapping from Workshops | 51 |
Fig. 4.1 | Eight Domains of the Age-friendly City set out by the WHO | 83 |
Fig. 4.2 | The Age-friendly Ecosystem: a Synthesis of Age-friendly Programmes | 84 |
Fig. 4.3 | The Smart Age-friendly Ecosystem (SAfE) Framework | 85 |
Fig. 4.4 | The Concept of Age-friendly Smart Ecologies (CASE) Framework | 86 |
Fig. 4.5 | Pedestrian Crossing in Dubai, Displaying red Traffic Lights, and Sensors Marking out the Pedestrian Crossing | 87 |
Fig. 4.6 | Pedestrian Crossing in Dubai, Displaying Green Traffic Lights, and Sensors Marking out the Pedestrian Crossing | 87 |
Fig. 4.7a & 4.7b | Accessibility Ramp in a Barcelona Tube Station | 88 |
Fig. 4.8 | Specific Route(s) for Commuters/users in a Barcelona Tube Station | 89 |
Fig. 4.9 | Pavement and Road Markings and Textures in the El Poblenau District of Barcelona | 90 |
Fig. 4.10 | Electric Moped in the El Poblenau District of Barcelona | 90 |
Fig. 4.11a and 4.11b | Overview of the YEGO Journeys, Costs, and Location(s) of Moped Throughout the District of el Poblenou | 91 |
Fig. 4.12a | Construction Work on the High Street of Stony Stratford to Enable the Extension of the Pavement to Facilitate Appropriate 2-metre Distancing Outside | 96 |
Fig. 4.13a/b | Shop Signage in Stony Stratford | 96 |
Fig. 4.14 | DIY 2-metre Distance Inside a Grocery Store at the Counter | 97 |
Fig. 4.15 | Homemade Signage at a Farmer’s Market Stall | 97 |
Fig. 4.16 | Homemade Visuals in Windows | 98 |
Fig. 4.17 | Displays a Teddy Bear Which was Part of a Trail for the Residents of Stony Stratford | 98 |
Fig. 4.18 | How Customers can Order and Collect Alcohol at a Counter in a Pub | 99 |
Fig. 4.19 | How the ‘Old Grocer’s’ Maintained 2-metre Distance Between Tables on a Bench | 99 |
Fig. 4.20 | Notice Located on all Tables in the ‘Old Grocer’s’ as a Gentle Reminder to all Customers to Maintain 2-metre Distance | 100 |
Fig. 4.21 | NNotice Located on all Tables and in the Toilet Space of the ‘Old Grocer’s’ as a Gentle Reminder to All Customers to Adhere to Respective Guidance | 100 |
Fig. 4.22 | Group Zoom call During the Pandemic of Friends and Family | 101 |
Fig. 4.23a/b | Friends Sharing Pictures of Food via the Messenger Platform During the Pandemic | 102 |
Fig. 4.24 | Friends Sharing a Recipe via the Messenger Platform | 102 |
Fig. 5.1 | Direct Reference from Journaling and Memo Writing Regarding the Category ‘Feelings’ | 118 |
Fig. 5.2 | Examples of Affinity Diagramming to Define Themes | 119 |
Fig. 5.3 | Relating the Research Fieldwork Questions as Part of Affinity Diagramming Focus and Theme Definition | 120 |
Fig. 5.4 | Overview of Research Activity Relying on a Constructivist Grounded Theory Approach | 121 |
Fig. 6.1 | The Gap Between the Proportion of Internet Users Over the age of 65 Years and Younger Age Groups is Narrowing for Both Men and Women | 130 |
Fig. 6.2 | Increasing Proportion of Internet Non-users Over the Age of 65 Years. | 131 |
Fig. 6.3 | Ethnicity Gap in Internet Usage has Narrowed Over Time as the Proportion of Internet Non-users has Declined | 131 |
Fig. 6.4 | Disability and Internet Usage | 132 |
Fig. 6.5 | The Percentage of Households with an Internet Connection Increases with Income | 134 |
Fig. 6.6 | Regional Variation in the Proportion of the Population with the Five Basic Digital Skills | 134 |
Fig. 6.7 | Regional Variation of the Proportion who do not Have Any Basic Digital Skills | 135 |
Fig. 6.8 | Percentage of Households by Reason for not Having Household Internet Access | 136 |
Fig. 6.9 | Percentage of Households by Disability for not Having Household Internet Access | 137 |
Fig. 6.10 | Displays Adult Children are the Most Common Providers of Informal Care for Those at the Oldest Ages. Percentage of Older People Receiving Informal Care by Age Group and Information Care Provider, England, 2018 | 141 |
Fig. 8.1 | Transgenerational Technology (TT) call a action - Manifesto! | 175 |
Fig. 9.1 | Dr Hannah R. Marston | 178 |
Fig. 9.2 | Dr Linda Shore | 182 |
Fig. 9.3 | Dr Laura Stoops | 184 |
Fig. 9.4 | Mr Robbie S. Turner | 190 |
Tables
Table 2.1 | Activities Conducted Online 2020 | 15 |
Table 2.2 | Generation Cohorts | 20 |
Table 3.1 | Participant Characteristics | 40 |
Table 3.2 | Leisure Activities and Roles Since COVID-19, as Reported by Survey Respondents | 41 |
Table 3.3 | Internet Characteristics | 43 |
Table 3.4 | Digital Device Characteristics | 45 |
Table 3.5 | Learning and Motivation Characteristics | 47 |
Table 3.6 | Technology Usability | 48 |
Table 3.7 | Inequalities and Technology | 49 |
Table 3.8 | Sharing Information Via Technology – Characteristics | 49 |
Table 4.1 | Matrix Displaying Five Application Domains and Four Types of Technology Impact | 79 |
Table 6.1 | ‘Have you used the Internet in the last 3 months?’ Across the UK Regions Between 2020 and 2021 (Lloyds Bank 2021 Consumer Digital Index) | 133 |
Table 7.1 | Barriers and Facilitators to Interdisciplinary Research in the Context of the UK (HEFCE & UKRI, 2016) | 159 |
List of Abbreviations
AARP | American Association of Retired Persons |
ADL | Activities of Daily Living |
AFCC | Age-friendly Cities and Communities |
AI | Artificial intelligence |
AR | Augmented reality |
ARPA | Advanced Research Projects Agency |
AT | Assistive technology |
ATAT | Adapt Tech, Accessible Technology |
AWOC | Ageing without children |
BA | British Academy |
BBC | British Broadcasting Corporation |
BMBC | Barnsley Metropolitan Borough Council |
BME | Black, Minority Ethnic |
CASE | Concept of Age-friendly Smart Ecologies |
CCT | Controlled clinical trials |
CDC | Center for Disease Control |
CF | Consultative Forum |
CV | Curriculum vitae |
DCW | Digital Communities Wales |
DD | Digital divide |
DDR | Deutsche Demokratische Republik |
DIAW | Digital Inclusion Alliance for Wales |
DIY | Do it yourself |
DNR | Do not resuscitate |
DSHS | German Sport University Cologne |
ECR | Early career research |
ERDF | European Regional Development Fund |
ESA | Entertainment Software Association |
EU | European Union |
GCSEs | General certification of Secondary Education |
Geron | Gerontology |
GEVH | Grimethorpe Electronic Village Hall |
GP | General Practitioner |
GT | Gerontechnology |
H&W SRA | Health and Wellbeing Strategic Research Area |
HCI | Human Computer Interaction |
HEFCE | Higher Education Funding Council |
HEI | Higher Education Institute |
HGV | Heavy Goods Vehicle |
ICT | Information Communication Technology |
IDR | Interdisciplinary research |
IoTs | Internet of Things |
ISG | International Society of Gerontechnology |
IUD | Intrauterine Device |
IVF | in vitro fertilization |
KESS | Knowledge Exchange Seminar Series |
LGBTQ+ | Lesbian, gay, bisexual, transgender, queer |
LLTCs | life-limiting/threatening health conditions |
LTC | Long-term care |
mHealth apps | Mobile health applications |
MIT | Massachusetts Institute of Technology |
MoD | Ministry of Defence |
MR | Mixed reality |
NATO | North Atlantic Treaty Organization |
NCB | National Coal Board |
NFP | Not-for-profit |
NHS | National Health Service |
NI | Northern Ireland |
NIA | Northern Irish Assemble |
NPL | National Physical Laboratory |
NUM | National Union of Mineworkers |
NVQ | National vocational qualification |
ONS | Office for National Statistics |
PAHO | Pan American Health Organization |
PC | Personal computing |
PhD | Doctor of Philosophy |
PHE | Public Health England |
PHW | Public Health Wales |
PTSD | Post-traumatic stress disorder |
QoL | Quality of Life |
R&D | Research and Development |
RCT | Randomized control trials |
RCUK | Research Councils UK |
RDD&D | Research, development, design and distribution |
RDG | Research development groups |
SAfE | Smart Age-friendly Ecosystem |
SD | Standard deviation |
SES | Socio-economic status |
SSAFA | Soldiers, Sailors, Airmen and Families Association |
TAM | Technology Acceptance Model |
TART | Transgenerational Assistive Robotic Technology |
TAT | Transgenerational Assistive/Accessible Technology |
TG | Transgenerational Gaming |
TILL | Technology In Later Life |
TLCC | Transgenerational Living Communities and Cities |
TT | Transgenerational Technology |
UCD | User Centred Design |
UK | United Kingdom |
UKRI | UK Research and Innovation |
UML | Unified Modelling Language |
UN | United Nations |
USA | United States of America |
UX | User Experience |
VAs | Virtual assistants |
VR | Virtual reality |
WDH | Wakefield District Housing |
WG | Working group |
WHO | World Health Organization |
WI | Women’s Institute |
XR | Extended reality |
About the Authors
Hannah R. Marston conducts interdisciplinary research and holds a PhD from Teesside University, UK in Virtual Reality and Gerontology. Since 2010 she has worked in Canada and Germany as a researcher, prior to moving back to the UK in 2015. She has published over 40 peer-reviewed journal papers, and most recently she was part of the ‘The Smart Homes and Independent Living Commission’. Her research areas include gerontechnology, UX (User eXperience) of transgenerational technologies and videogames, gender, age-friendly cities, and communities and in 2020 she led an international, multi-site COVID-19 research project focusing on technology use.
Linda Shore is a UX Designer/Researcher and currently works as part of the DHI (Digital Health & Care Innovation Centre) at Glasgow School of Art, Scotland. Her research areas include User-Centred Design (UCD) approaches that explore perceptions and adoption of emerging wearable technologies by older adults and the impact of amputation/age-related conditions on quality of life. Additional areas of research interest include service blueprint development for healthcare and transgenerational technology that adapts to users’ needs. She is excited about the possibilities of technologies for the future and how these can enhance the worlds, lives, and experiences as we age.
Laura Stoops is the Impact and Evaluation Manager at Age NI, a charity that supports older people in Northern Ireland to love later life. Her professional interests are using technology-based solutions to support older people or those with a disability and assessing the impact and evaluation. She has a keen interest in using research skills to support the voluntary sector and to share this knowledge widely. She holds a PhD (2011) in Computer-Based Assessment and Diagnosis of Parkinson’s Disease from the University of Ulster, Northern Ireland. As part of her PhD work, she has written and published five journal papers including a paper entitled Assessment of Bradykinesia, Akinesia and Rigidity Using a Home-Based Assessment Tool which was published in the International Journal of Assistive Robotics and Systems (2009).
Robbie S. Turner is a Co-founder and Senior Consultant at Spektrum-Group, a company that supports potential suppliers in penetrating government, defence, and humanitarian markets by lending them over 20 years of experience in this field. He is regarded and foremost an expert in this specialist market, and thoroughly enjoys the process of knowledge exchange and translation, knowledge that directly impacts and enhances a company’s ability to participate and succeed in a perceivably exclusive environment.
Foreword
Listening to the views of older people and giving them a voice is central to Age NI’s work. Through this book, we were delighted to have the opportunity to work in consultation with older people to better understand their digital technology needs, now and in the future.
Age NI has witnessed first-hand the impact that the pandemic, and its resulting social isolation, has had on older people in Northern Ireland. It has also dramatically affected the way we deliver our services, which are so heavily focused on social, face-to-face interaction.
The COVID-19 pandemic has made us all realise the power of technology. Thinking about all generations, from home-schooling through to zoom quizzes, we might wonder how we would have coped without it. For older people, with the help of digital devices, many were able to connect to friends and family – and to our services, newly delivered online.
For some, this involved adopting a new mindset, and often required offering one-to-one support to utilise the technology. For those who succeeded, the benefits of this new connectivity greatly outweighed the challenges.
However, while many have gained from digital technology, we know that there is a large section of older people missing out. Without their normal social interactions, a lack of digital connectivity has left them desperately isolated and lonely. Very sadly, we know that loneliness can be a killer, and as a nation renowned for its warm welcome, friendliness and sense of community, we believe it shouldn’t have to be this way.
Although the number of older people who are digitally connected continues to rise, across the UK there are still around 5 million people over the age of 55 who are not online. And while factors such as income and levels of education play a part, age is still the biggest indicator of digital exclusion.
Through our work on this book, hearing the experiences of those older people who are embracing technology has thrown into stark relief the experiences of those who are still missing out.
Through research and innovation, we’re looking at ways of supporting older people to get online, to benefit from digital communication and to do confidently and safely.
We are very grateful to the older people who have given so generously of their views and time to inform the content and narrative of this book.
The insight of this publication offers on what older people want and need, is pivotal to the current and future connectivity of older people. We believe this has a vital part to play in the mission to end loneliness.
Linda Robinson BEM Age NI CEO
Acknowledgements
We would like to express our thanks to the participants recruited through Age NI and Mencap NI for giving up their time to speak to and share their experiences and thoughts with us about their use of and responses to technology during the pandemic and for providing their future perspectives. We really appreciate the insight and guidance offered by the Age NI working group, made up of Age NI Consultative Forum members. A further thank you to Ann Murray for taking the time to review and edit the draft manuscript, your insights and comments helped make the book what it is.
Also, we would like to thank everyone who has provided critical and constructive feedback across the all the chapters throughout process. Without this depth, and insightfulness, we would not have been able to ensure the quality, discourse and narrative throughout.
- Prelims
- Chapter 1: Introduction
- Chapter 2: The Current State of Technology and Digital Games
- Chapter 3: Adoption, Benefits and Challenges of Technology: Insights from Citizens in Northern Ireland
- Chapter 4: Technology in the Role of Stakeholders, Social Enterprise, Industry and Smart Age-friendly Ecosystems in the 21st Century
- Chapter 5: ‘The Older You Get, People Get Less Active, and Then They Feel the Cold’(Quote from the Field – Shore, 2019)
- Chapter 6: Digital Inequities and Society
- Chapter 7: The Research Environment
- Chapter 8: Not a Conclusion – But a Manifesto!
- Chapter 9: The Journey: Author Biographies and Trajectories
- References
- Index