Storytelling games for social connection and reminiscing by older people

Lead Research Organisation: University of Surrey
Department Name: Digital World Research Centre

Abstract

As people live longer, the number of older adults globally is growing. This presents a growing problem: the number of older adults experiencing loneliness. Currently, over a quarter of adults over 65 are socially isolated. In the UK alone, over a million older adults go more than a month without speaking to friends, family or neighbours, and 1.4 million are chronically lonely. Loneliness is associated with increased risk of dementia, heart disease, poor mental health and early death. The risk loneliness poses to public health explains why addressing loneliness for older adults is a key priority for the UK government and the UN.

Our project aims to reduce loneliness in older adults, particularly those of low socioeconomic status (SES), to ensure a solution is designed which is accessible to all. We propose a novel, enjoyable and engaging way for older adults of low SES to get to know new people easily within their community, as well as build and deepen relationships with each other, their families, friends and wider society. Our solution is particularly relevant for when older adults have had to move, often due to bereavement, downsizing or requiring additional support or care needs.

We are proposing an augmented reality board game that facilitates storytelling, reminiscing, and capturing and celebrating lives. This creates quality connection and is a social experience played in-person or remotely. Most importantly, this is an experience initiated and directed by older adults themselves. We are co-designing this game with older adults of low socioeconomic status, ensuring an accessible, low cost and inclusive solution.

Publications

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Description Interview about being an Award holder at 3 Zinc VC prototyping workshops, and turned into a blog 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact I was invited to be interviewed by Zinc VC at each of their three prototyping workshops about making the transition from researcher to innovator. These workshops were set up to communicate about the Healthy Ageing Awards to interested stakeholders and those thinking about submitting an application to the next call. There were between 40-100 attendees at each workshop, so in total around 250 people were reached. Attendees reported how useful it was, asked lots of questions, and reported a change in thinking. This has led to follow-ups from several attendees, one of whom we are now working together on a publication which has been accepted to a CHI 2022 workshop. The interviews were then turned into a blog as well.
Year(s) Of Engagement Activity 2020,2022
 
Description Panel member discussing creative industries and ageing at Healthy Ageing Conference 2021 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact I was one of three panel members at the Healthy Ageing Conference 2021, chaired by Andrew Chitty, discussing the role of immersive technology for older adults. This was an international, virtual conference, with good attendance and a diverse audience. There was an active discussion following the panel from the audience.
Year(s) Of Engagement Activity 2021
URL https://cop.ageing-better.org.uk/conference-session-descriptions#session-9