On the basis of Foucauldian notions of power, discipline and discourse it is here examined how ageing adults are constituted in relation to digital games within the existing research. Reviewing the available literature with a focus on justifications for research, aims and the portrayal of the elderly, three dominant discourses are identified. These are concerned with a generational digital divide, maintenance of health and general wellbeing as well as the ageing adults as an attractive marked. Notions of economical productivity inform most of the available work, often explicitly and at other times more implicitly. On this basis, the analysed research tends to offer digital games as disciplinary means to maintain, correct or tame the aging citizens. Either as technologies of the self, used in the individual’s self shaping, or as ways to contain and maintain the “disobedient” bodies and minds of the frail old.
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10th Annual Spring Critical Evaluation of Game Studies Seminar, 2014