In many industrial nations, a changing social structure leads companies to perceive the generation of over 50-year-olds (the “silver generation”) as an interesting target group. Therefore, many business branches, likewise the digital games industry, have started to address the older audience. The efforts of the latter, however, have not met with much success. To reach this target group successfully, it is crucial to know the factors leading to the acceptance of digital games by the silver generation. In this thesis, these factors were derived from literature and then verified in a qualitative and quantitative study. Finally, these insights were turned into recommendations for business practice.
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In many industrial nations, a changing social structure leads companies to perceive the generation of over 50-year-olds (the “silver generation”) as an interesting target group. Therefore, many business branches, likewise the digital games industry, have started to address the older audience. The efforts of the latter, however, have not met with much success. To reach this target group successfully, it is crucial to know the factors leading to the acceptance of digital games by the silver genera...
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