My Grandpa and I “Gotta Catch ‘Em All.”
A Research Design on Intergenerational Gaming
Focusing on Pokémon Go
Francesca Comunello
1(
✉
)
and Simone Mulargia
2
1
Department of Humanities, LUMSA University, Rome, Italy
f.comunello@lumsa.it
2
Department of Communication and Social Research, Sapienza University of Rome, Rome, Italy
simone.mulargia@uniroma1.it
Abstract. Intergenerational gaming is gaining growing scholarly attention, as it
can be considered a means of fostering relationships between younger and older
players, a way of overcoming real or perceived differences between generations,
a chance to (re)negotiate norms and roles, and a way to question age-related ster‐
eotypes. In this paper, we conduct a literature review on intergenerational gaming
and pervasive gaming and present a research design to conduct an intergenera‐
tional gaming study focusing on Pokémon Go. We aim at exploring gaming prac‐
tices, role negotiations, and the presence/absence of age-related stereotypes. To
reach our goals, we elaborate and evaluate different research methods and tools,
discussing their strengths and weaknesses and designing further research steps.
Keywords: Intergenerational gaming · Pokémon Go · Location-based mobile
gaming · Augmented reality games
1 Introduction
In recent years, scholars have started devoting growing attention to intergenerational
gaming practices, while video gaming itself is undergoing a “mainstreaming” process,
which is enabled by the diffusion of both specific devices and new gaming practices.
Intergenerational gaming can be considered a means of fostering relationships and
connections while producing positive emotions for both generations [1]. As underlined
in the context of social network games, playing together among family members can
enrich the family’s existing relationships [2] and overcome (or positively exploit) real
or perceived differences in digital skills among young and older people [3], thus contri‐
buting to playful interactions, appealing to both grandparents and grandchildren [4–6].
In this paper, we analyze intergenerational gaming practices, focusing on Pokémon
Go, which has been massively adopted worldwide by both young children and adults.
From a conceptual perspective, we rely on literature analyzing intergenerational gaming
and focusing on mobile, location-based, and augmented reality gaming, also considering
literature addressing the “social side” of video gaming. After exposing our theoretical
framework (which builds on literature addressing both intergenerational gaming, and
© Springer International Publishing AG 2017
J. Zhou and G. Salvendy (Eds.): ITAP 2017, Part II, LNCS 10298, pp. 228–241, 2017.
DOI: 10.1007/978-3-319-58536-9_19