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Beyond Ageism: Exploring VR Games for an Older Audience
Over 40 million US gamers are over 50 today and this number is likely to increase to over 100 million people over the next 20 years. As games become a prevalent passtime for older adults, how will VR games appeal to them? In this talk, the speaker will draw from his own and third party research with older players to discuss the potential of the technology as well as its usability and content challenges, in order to derive a set of practical design guidelines that challenge stereotypical views on the older audience of digital games.
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