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IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL.

17, 2024 157

Exploring Intergenerational Interactions Through


an Online Storytelling Experience
Eva Cerezo , Teresa Coma-Roselló , Antonio Aguelo , Ana Cristina Blasco-Serrano ,
and María Ángeles Garrido

Abstract—Intergenerational games to be played by grandpar- for both generations. For older adults, they can improve cogni-
ents and their grandchildren can be mutually beneficial for both tive functioning (e.g., short-term capacity, memory, attention,
age groups: breaking with age stereotypes, linking the learning and hand–eye coordination) [5]; overcome communication prob-
leisure needs of both generations and encouraging communication,
solidarity, and social connectedness between generations. Due to lems and social isolation [6]; and encourage physical exercising
the COVID-19 pandemic, it was necessary to switch from colocated and prevent falls [7]. For children, collaborative digital games
physical intergenerational play to online experiences. This type of can improve learning, skill building, and healthy development
experience, in which grandparents connect from their own houses [8]; can encourage learning, exploration, experimentation, and
to participate, represents a challenge in terms of recruiting partic- construction of knowledge; and can develop imagination and
ipants and carrying out the online sessions, due to grandparents’
technological insecurities and their reluctance to play videogames. creativity [9]. Moreover, intergenerational interactions can be
Besides, intergenerational games have to be carefully designed to mutually beneficial for both collectives: breaking with some age
promote symmetrical interactions, fun, and engagement on the part stereotypes or ageist attitudes [10] and developing civic engage-
of both age groups as well as to develop easy to use interfaces. In this ment and contributing to an age-inclusive society [11], [12].
work, we present an online storytelling game designed to be played In spite of these findings, the number of projects focusing
by family teams formed by grandparents and their grandchildren.
The guidelines followed, the assessment tools designed to evaluate on intergenerational games is scarce. The PERGAMEX project
the intergenerational dynamics and the emotions that arise dur- [13] tries to fill that gap by extending previous pervasive gaming
ing the experience are also presented. Results of the three online experiences in interactive spaces [14] to intergenerational groups
sessions carried out are presented and discussed. [15]. We have focused on family groups formed by grandparents
Index Terms—Intergenerational dynamics, online games, (adults over 60 years old) and grandchildren (kids between 5 and
storytelling, technological acceptance. 12 years old) with the aim of providing them with joint gaming
experiences and even involving them in co-creation processes
following successful examples found in the literature [16], [17],
I. INTRODUCTION AND GOALS: DESIGNING [18]. However, due to the restrictions for health reasons and
INTERGENERATIONAL GAMING EXPERIENCES regulations associated with the COVID-19 pandemic, it was
HE increase in life expectancy has given grandparents the impossible to continue the PERGAMEX gaming experiences in
T opportunity to interact with their grandchildren and partic-
ipate in their lives. Studies [1], [2], [3], [4] show that video games
which grandparents and grandchildren played together face to
face manipulating physical objects. Therefore, it was necessary
can be a cohesion tool that enhances socialization between young to move to other types of gaming experiences: specifically,
and old. In fact, digital games can be individually beneficial online games. Switching to online experiences was a major
challenge as we had to involve grandparents alone at home in
a digital experience with no help. Besides, the experience had
Manuscript received 23 September 2022; revised 12 January 2023 and 16 to be designed so that both age groups could feel comfortable
March 2023; accepted 17 March 2023. Date of publication 23 March 2023; and have fun. In addition, we had to be able to properly assess
date of current version 4 January 2024. This work was supported in part by the
Ministry of Science and Innovation, in part by the Spanish Research Agency the online experience and detect the intergenerational dynamics
(AEI), in part by the Spanish Government and the EU (FEDER) under Grant and the acceptance of such experiences. It was decided to carry
RTI2018-096986-B-C31, and in part by the Aragonese Government (Affective- out a study to try to answer the following research questions.
Lab, Group T60_23R). (Corresponding author: Eva Cerezo.)
This work involved human subjects or animals in its research. Approval of
all ethical and experimental procedures and protocols was granted by CEIBA RQ1: Can an online gaming experience contribute to greater
(Comité de Ética de la Investigación y de la Experimentación Animal, ULL),
under Application No. 2020-0416. technological acceptance among older adults of intergenera-
Eva Cerezo is with the Department of Computing and Systems Engineering, tional digital games?
University of Zaragoza, 50009 Zaragoza, Spain (e-mail: ecerezo@unizar.es). RQ2: Can an online gaming experience enhance intergenera-
Teresa Coma-Roselló and Ana Cristina Blasco-Serrano are with the Depart-
ment of Education Science, University of Zaragoza, 50009 Zaragoza, Spain tional relationships?
(e-mail: tcoma@unizar.es; anablas@unizar.es). RQ3: What kind of problem-solving strategies emerge in an
Antonio Aguelo and María Ángeles Garrido are with the Department of online intergenerational experience?
Psychology and Sociology, University of Zaragoza, 50009 Zaragoza, Spain
(e-mail: aaguelo@unizar.es; garridoa@unizar.es). RQ4. What kind of emotions emerge in an online intergenera-
Digital Object Identifier 10.1109/TLT.2023.3260955 tional experience? Would the experience be satisfactory?
1939-1382 © 2023 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
See https://www.ieee.org/publications/rights/index.html for more information.

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158 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 17, 2024

RQ5: Is it feasible to carry out an online intergenerational composed of 16 questions that focus on the game flow, con-
activity? What would be its differential value? sidering features such as concentration, challenge, player skills,
control, clear goals, feedback, immersion, and social interac-
In order to answer these questions, we have carried out the
tions. Only one of the questions (“Collaborating with different
following work.
age group partner to play the game is fun”) is directly related
1) We have extracted intergenerational design guidelines
to intergenerational issues. Xtreme Gardener [21], meanwhile,
from the literature as well as from our previous intergen-
explores collaborative play to keep a garden protected from
erational playing experiences.
the elements and anything that can harm plants. The game is
2) We have designed assessment tools, including an observa-
organized in such a way that children and grandparents, through
tion sheet and questionnaires, to be able to assess the inter-
physical actions, control these elements. They are represented
generational experience, the intergenerational dynamics,
on a screen by their silhouettes that are tracked by a Microsoft
and the acceptance of such experiences.
Kinect device. Their assessment combines observation (number
3) We have designed an online intergenerational game and
of verbal expressions) with a postgame questionnaire designed
carried out three online intergenerational playing sessions
by the authors to measure three constructs of social engage-
that have been assessed using the aforementioned tools.
ment: cooperation, communication, and partner preferences,
The aim has been to validate the usefulness of this kind
followed by semistructured interviews. Other experiences, such
of activity to foster intergenerational dynamics and the
as Cosmonauts [22], also resort to physical elements but not as
assessment tools designed.
controllers (tokens or symbols) but as playable pieces (parts of
The rest of the article is organized as follows. In Section II,
a rocket). In these experiences, observations are combined with
the state of the art of intergenerational games is described, and
postgame self-designed questionnaires focusing on different
in Section III, design guidelines are discussed. In Section IV,
aspects (cooperation, competence, autonomy) and an adapted
the new assessment tools are explained. The game design and
version of the immersive experience questionnaire.
the online playing sessions are presented in Section V, whereas
Online games are not usually predominant in intergenera-
Section VI is devoted to discussing their assessment. Section VII
tional digital games. However, it should be noted that Age
summarizes our findings. Finally, Section VIII, our conclusions
Invaders [21], for example, adds this possibility of enriching the
and future work are presented.
participatory game dynamics: grandparents and grandchildren
on the one hand, and parents on the other through the Internet.
II. STATE OF THE ART: INTERGENERATIONAL GAMING Distributed Hide-and-Seek [23] may be a very interesting exam-
EXPERIENCES ple of online gameplay since it does not have grandparents and
Different types of digital intergenerational games can be grandchildren sitting remotely in front of a screen. Considering
found in the literature; some for family environments, sharing the impossibility of frequently being together, this is a physical
a location or through the Internet, and others in which specific game such as “hide and seek” played with the help of sensors
educational aspects are sought to be applied to populations of so that children can hide and be found, in an entertaining way,
different ages, not necessarily among family members. After by adults in a defined space. No assessment is discussed.
a general search into intergenerational games, the projects se- Finally, some of these games, which we could name ex-
lected were those in which the target population is of extreme perimental development games, consider the use of various
ages (children and older adults, not necessarily family members) technologies to verify their effectiveness. eBee [24] uses an
and in which any digital tool is used as an interactive medium to entire previous dynamic of cocreation with grandmothers to
allow interaction whether or not physical elements are required. create small hexagonal pieces woven by hand with electronic
We noted a predominance of location games with tangible components. These pieces make up a board dynamic highly
interaction; Save Amaze Princess [19], for example, essentially attractive for children due to the various colors and textures.
takes the game mechanics of Ludo and Snakes and Ladders and The game pieces were made by grandmothers, manually, with
augments them with the use of a board projected onto a table crochet stitching, as a symbolic form of cohesion and identi-
and the use of physical tokens with animated feedback. This fication with the activity. The authors have carried out many
type of project is carried out on the hypothesis that, in general, qualitative (observational) studies, which have made them re-
an interactive intergenerational digital game is more successful fine their proposal. MeteorQuest [25] is a ubiquitous game
if it takes as a reference traditional games, and if it also includes played with mobiles. By means of geolocation, the family
physical elements. In their studies, Al Mahmud et al. [19] travels through certain areas in a city “hunting” the frag-
combine observations and interviews with the use of the game ments of a meteorite that has fallen to the ground. In their
experience questionnaire (GEQ). studies, the researchers combine smartphones log-files, socio-
On the other hand, physical interactive experiences are pre- spatial observations, the GEQ, and postgame interviews. The
ferred for exploring group interactions, typically of one to four shared-action (or time-movement synchrony) game designed
participants. Age Invaders [20], for example, has a board on by Seaborn et al. [26] makes use of two different interfaces:
which people have to move to achieve their mission; at the a finger-based version, inspired by medical exercise technology,
same time, they can interact online with other players. Mixed and a smart shoe-based interface. In their exploratory studies
studies combining observations and questionnaires have been with families, the authors combine observations (video and
used to assess the game experience. The questionnaire used is audio captured) with postplay questionnaires to assess the game

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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 159

experience (based on the GEQ), the interfaces, and subjective are key to improving cognitive and motivational processes [32],
intergenerational empathy. [33], generating differences in participation and leadership be-
As can be seen, most of the cited works have explored phys- tween generations. This is why the observations focused on those
ical and colocated interactions, not so much pure digital ones. three aspects: participation, mediation, and leadership. With re-
Moreover, in spite of the increased interest in technologies for gard to participation, in general, all players helped each other to
fostering intergenerational connectivity and relationships, there see what was happening and to participate in the game activities.
is a lack of consistent methodologies and specific assessment Leadership was also analyzed. We could see how children led
methods [27]. Most of the cited works combine qualitative the game as they made suggestions while grandparents observed
methods (observations and interviews, generally nondetailed) or helped. When children failed to perform activities, only then
with the use of questionnaires. The questionnaires used focus did grandparents begin to act and to make decisions. The third
on evaluating the usability of the games, the game experience key that we observed was mediation. In this case, grandparents
(making use of general GEQs), or some specific aspect the provided the children with the materials needed to play. They
authors were interested in. However, none of them focus on gave instructions and advice when children got stuck.
assessing the intergenerational dynamics during the game nor If we compare our observations with those of De la
the willingness of both generations to play together. Hera et al. [3], we find agreements but also disagreements. They
In order to explore their potential to support successful inter- found that “Users tend to carry out asymmetric interactions,
generational experiences, it is necessary to identify the factors where grandparents act as grandchildren supporters.” We also
to be considered in the design of these games. observed asymmetric interactions during the whole game; in
fact, the game mediator had to encourage the older adults to
III. DESIGNING DIGITAL INTERGENERATIONAL EXPERIENCES take a more active role in the activities. However, with regard
to De la Hera’s statement “Grandparents adapt to the game’s
A. Design Factors in the Literature content much better than young gamers do. It may, therefore,
Regarding the factors to be taken into account to design be of interest to design games according to young people’s
intergenerational digital games, the work of De la Hera et al. [3] preferences” differences were found: it is true that older adults
stands out. In their work, they make an exhaustive review of the adapted well to all types of activities but the children also adapted
state of the art in order to obtain not only information about the to “more adult” ones. In addition, we realize that using a game
benefits of intergenerational digital game-playing practices but based on a familiar activity for the older adults allows them
also the design factors to be taken into account. They find that the to show themselves as “masters,” which they enjoy, and, as the
most effective way to narrow the gap between generations and children see them as experts, it helps to break down the usual age
motivate mutual learning is through narratives used as the basis stereotypes. In contrast, those activities which the older adults
for game mechanics design. The work of Kolthoff et al. [4] is also see that children are more used to (using a Kinect) make them
relevant. Starting from the work of De la Hera et al. [3] and the assume a more passive role; in those cases, the mediator had to
works of Chiong [28] and Zhang and Kaufman [1], they propose encourage the older adults and just one of them took part.
13 design factors and contrast them with interviews among The experience was very positively considered by both age
older adults and young people. The interviews confirmed the groups. They all agreed that they had a good time and were
importance of five factors: weighing up of different motivations grateful for the opportunity of playing together. We realized that,
for the young and old; need for a learning component; options although we split the age groups to comment on the experience,
for a short game; ease of use, communication, and nature of they were very interested in commenting on the experience with
social interaction; and that the game has to be fun and secure in the other age group. In fact, we observed that talking about the
terms of privacy. game experience itself could be a good topic of conversation for
them and could also foster intergenerational interaction. We also
wanted to discuss with them the most important factors to take
B. Previous Intergenerational Gaming Experiences into account when designing intergenerational games to see if
In a previous project, we developed a game “The Fantastic they agreed with those mentioned in the literature.
Journey” to be played in the JUGUEMOS interactive space Therefore, in the next experience, we decided to shorten
[29], an indoor space of around 70 m2 that included a real-time the play experience and to add a design factors brainstorming
localization system, two Kinects (to support gesture interaction), workshop [34]. The four aspects that emerged as important in
microphones, projectors, and a set of four NikVision tangible order to design successful intergenerational gaming experiences
tabletops [30]. We adapted the game so that it could be played by were as follows.
children and their grandparents and organized a couple of game 1) The game should allow both children and grandparents to
sessions to get feedback from users and to observe the dynamics have fun.
of the intergenerational groups. Two sessions were carried out 2) It has to be useful for something, and above all, so that
[15]. The families played the game for around 1 h. Afterward, the children and grandparents are left wanting to spend more
players were divided into two age groups: grandparents filled in a time together, playing.
questionnaire and children just talked about the experience. The 3) The challenge that the game proposes has to be achievable
game was designed following the PASS model [31] to naturally together and must be as easy for the grandchildren as it is
encourage dialogue and interaction. Interaction and mediation for the grandparents.

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160 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 17, 2024

TABLE I needed, as recommended by Ajzen, author of the theory of


FACTORS WHEN DESIGNING INTERGENERATIONAL DIGITAL GAMES
planned action [35], a theory of great relevance for precise
attitudinal measurements, especially in the fields of health and
education. This is why we decided not to use the existing general
tools but to address what Ajzen calls TACT (Target, Action,
Context, and Time) as the axis to guide the development of
a tool [36]. Thus, we have developed the following specific
tools to support the assessment of the intergenerational gaming
experience.
1) Intergenerational acceptance questionnaire (IGA-Q)
2) Intergenerational game experience questionnaire (IGE-Q)
3) Observation sheet for video analysis (OS) and a guide for
the group interview after the game experience.
These tools support qualitative and quantitative assessment
of the intergenerational experience. In Table II, the relation-
ships between dimensions, categories, and assessment tools are
shown.

A. Intergenerational Acceptance Questionnaire


The IGA-Q is a self-administered validated questionnaire
(pending publication) designed to measure the acceptance to-
ward playing this type of intergenerational game, with Cron-
bach’s alpha of 0.907. It is a pre- and postexperience question-
naire intended to be filled in separately by the children and
the adults. The questionnaire is composed of six items in the
form of a 7-value Likert scale that analyzes three variables:
Perceived behavioral control (PC), attitudes toward use (AU),
and subjective norm (SN). When analyzing the PC variable, the
ease of the game is being assessed. The AU variable assesses
the usefulness and degree of fun. The SN variable addresses
what the player believes that other people who are important to
him/her will think of the fact of he/she playing this game [35],
4) Both children and grandparents should be able to have [36].
control of what happens in the game, without the game
requiring personal resources that favor one or the other.
All these experiences highlighted the necessity of promot- B. Intergenerational Experience Questionnaire
ing common spaces to share experiences, foster dialogue be- This self-administered questionnaire, to be completed by the
tween generations, and overcome prejudices between gener- participants after the online intergenerational experience, aims to
ations showing different roles and abilities. Moreover, they obtain their perception and assessment of the game experience.
allowed us not only to fine-tune the design recommendations As can be seen in Table III, it is made up of seven questions with
found in the literature (see the next subsection) but also to a 7-value Likert scale (I1 to I7), two of which ask for clarification
address the challenge of assessing the intergenerational rela- of the value (I6,I7), and eight open questions (I8–I15). The aim
tionships that arose during the sessions (see Section IV). of the questions is to obtain the participants’ perception of the
experience in six categories belonging to four of the dimensions
C. Intergenerational Design Factors proposed.
The first two categories focus on the importance of the game in
From our previous experiences and the factors and findings
terms of reducing the intergenerational gap, generating greater
taken from the literature (especially those of De la Hera et al. [3]),
knowledge, as well as changes in the way of perceiving the other
we created a set of design considerations (see Table I). These
generation. The category of teamwork is relevant as it is both an
factors were considered when we addressed the design of an
end and a means of this game. Sharing doubts, needs, difficulties,
intergenerational online game as explained in Section V.
etc., are key elements for teamwork to be possible.
Categories four and six reflect participants’ assessment of
IV. ASSESSING INTERGENERATIONAL EXPERIENCES
the experience of the game. The fifth category explores the
As stated in Section II, works in the literature make use of confidence generated by the game and the possibility of the game
general tools to assess the intergenerational gaming experience. being used by older adults who are not used to the Internet, as
However, we considered that more precise measurements were research indicates that previous experience [37] can generate

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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 161

TABLE II TABLE III


RELATIONSHIP BETWEEN DIMENSIONS, CATEGORIES, AND ASSESSMENTS INTERGENERATIONAL GAME EXPERIENCE QUESTIONNAIRE
TOOLS

confidence and/or habits in the use of technology, which are key


to participation in this type of experience.

C. Observation Sheet for Video Analysis


Since it was very important to collect data on how the in-
tergenerational interaction developed in the process itself, an different verification criteria, along the same lines as the recom-
observation grid for video analysis was generated to analyze the mendations for qualitative research that can be found in [38].
last three dimensions (problem-solving strategies, emotions and 1) Clarifying the research’s rationale and establishing a con-
satisfaction, and value and feasibility of the online experience) nection with the literature, searching models that provide
and changes in the perception of the other generation (RQ2). a base for the sense and propriety of what it is going to be
The following items (see Table IV) have been developed using observed.

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162 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 17, 2024

TABLE IV 2) Judge triangulation: a minimum of three judges have taken


OBSERVATION SHEET
part in the development of the items to be observed as well
as in the observation itself.
3) Identifying and establishing patterns: patterns have been
connected with data and categories that emerged from
the observation and that were confirmed because of their
repetition during the different game experiences.
The model of Rahim and Bonoma [39] has been used to
analyze the Styles in conflict category. The model proposes five
styles according to the possible combinations derived from two
basic orientations: orienting toward satisfying self-interest and
orienting toward satisfying the interest of others. The five styles
are characterized as follows.
Integrating: Characterized by the person maintaining a high
interest in his or her own interests and those of others. It is
a style that implies openness, exchange of information, and
identification of the differences between each position. It is
defined as a “win–win” approach.
Obliging: Characterized by the person having a low interest in
his or her own interests and a high interest in those of others. It is
a style that focuses on finding commonalities, ignoring existing
differences and involves self-sacrifice.
Dominating: Characterized by the fact that the person main-
tains a high interest in his or her own interests and a low interest
in those of others. It is oriented toward ignoring the needs of the
“opponent” in order to win and is only concerned with his or her
own goal. It is defined as a “win–lose” approach.
Avoiding: Characterized by the person maintaining a low
interest in his or her own interests and a low interest in those
of others. The person is in withdrawal from a conflict, and in
some cases, this approach is used by the person who tries to
postpone the conflict, thinking that it will eventually be solved.
Compromising: Characterized by the person maintaining an
intermediate interest in his or her own interests and those of
others. A mutually acceptable solution is sought for both parties,
with the understanding that both must “give up” something to
reach an agreement.
An observation sheet was used for each family. Items were
rated for each family member (either grandchild or grandparent)
in adjacent columns. Each item was rated with a number from
1 to 5 (1-Never, 2-Rarely, 3-Sometimes, 4-Usually, 5-Always)
plus an observation note (Who or whom? How does he/she do
it?).
Observations should be complemented with a group interview
after the intergenerational experience. The interview should be in
line with the observation categories and should made it possible
to delve into the meaning of the experience. Questions should
be asked about the dynamics related to the way of solving the
problems that may have arisen during the game (how did we
solve the difficulties that arose, did we feel supported, etc.) and
about aspects that had surprised them about the other generation.
The participants should also be asked about how they felt during
the course of the game. Finally, an open space has to be left
for them to comment on any aspect of the intergenerational
experience.
All these tools have been applied to assess an online experi-
ence detailed in the next section.

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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 163

Fig. 1. Empty garden and elements to add.

V. ONLINE INTERGENERATIONAL GAME EXPERIENCE Fig. 2. Stories generation interface. Top: dice and the summary. Bottom:
categories.
During the firsts months’ of the pandemic, we distributed a
survey among families. Grandparents claimed that they were
able to talk to their grandchildren often but they missed the pos-
sibility of sharing time and activities with them and of engaging game itself could generate difficulty and rejection, especially in
in longer chats. So, we decided to design an intergenerational the older adults. Therefore, we looked for a game that could
storytelling game to be played online. evoke the dynamics of card games and dice, as something
Intergenerational storytelling has been recognized as a pow- familiar to everyone (F2). Cards are used to show the six different
erful method to engage children and older adults in a common story categories (movies, parties, holidays, anecdotes, sports,
activity that contributes to children’s development [40] and older family) and their six different subtopics. Three dice have to be
adults’ wellbeing [41], promotes individual and family identity rolled: the first to decide the category and the topic, the second to
[42], and fosters intergenerational relationships [43]. Current decide if the story is real or invented, and the third to select one
intergenerational storytelling systems support digital (texts, im- of six emotions, the well-known Ekman’s universal emotions
ages, video, music, and audios) storytelling [44], augmented [48]: joy, anger, fear, disgust, surprise, and sadness. A summary
reality [45], and even tangible media [46]. In most of the works, showing the characteristics of the story which players have to
the older adults (mostly grandparents) take the role of narrators think about is shown (see Fig. 2). The interface designed is
and children (mostly grandchildren) the role of the audience. In simple enough so that it can be manipulated by grandparents
spite of the positive outcomes of that type of experience, children and small grandchildren (F5, F7).
generally assume a quite passive role. Multimodality may lead Each team rolls the dice in their own separate room and they
to a more active participation of children [47]. However, as we are given a time (5 min) to make up a family story. This part, the
were restricted to the online context and we wanted to foster creation of a story that can be real or invented, known by all or
and analyze intergenerational dynamics, we decided to break not, is the core of the game (F4). This part is fun (F10), stimulates
traditional storytelling roles and engage both children and older creativity, and is useful, as it promotes family communication
adults in building the stories. (F11) and knowing each other better (F8). Once the time is up,
The storytelling game and the online playing sessions carried one family member (a different player for each turn) has to tell
out with grandparents and grandchildren are explained in the the story, in the common room, to the other families. The story
following. should be told with the intention of provoking the intended emo-
tion, it is forbidden to name the word that designates the emotion
in the story itself. Telling stories is loved by both older adults and
A. Garden of our Dreams Storytelling Game children and is a challenge that can be achieved individually (F3),
The game has been designed to be played online by up to four in which both groups may feel equally comfortable (F1) and in
teams, each team formed by a family (composed of grandparents which both groups can work together (F3). Besides creativity, the
and grandchildren). The objective of the online game is to build game incorporates a certain degree of mystery as every family
the “Garden of our Dreams”: at the beginning of the game, an has to guess whether the stories told by the other teams are
empty garden is presented to the players as well as different true or invented and what kind of emotions were behind them
elements that can be placed in it (see Fig. 1). To buy those (F8). The game has been structured in short rounds that can
elements, the teams have to get points. To do this, the teams be played one after another and ended when the players wish
have to think of a story and tell it to the other teams that have to (F6). Although initially the game could seem competitive, the
guess if it is real or invented and to which emotion it is related. final aim of the game (building the garden) can only be achieved
The game has been carefully designed following the intergen- through the collaboration of all the teams so that every player
erational design factors presented in Table I. In spite of being will consider the result as an achievement (F9). The final part
played with a computer, we wanted to avoid a situation where the of the game is the purchase of elements for the garden. Each

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164 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 17, 2024

TABLE V
WORKSHOPS PARTICIPANTS’

Fig. 3. Getting to know each other at the beginning of the workshop:


researchers (triangles), grandparents (squares), and grandchildren (circles).

team in turns chooses one thing they would like to include First, we sent an invitation (by e-mail) to all the older adults
and buys it with their points. To avoid frustration for some and to the children’s guardians explaining what the activity
of the teams that have not achieved many points, the scoring consisted of, what digital media they needed to participate, and
system is designed so that all participating teams can obtain the objectives of the research. We also sent them the informed
some of the rewards individually. To get the best elements, such consent, the link to an online version of IGA-Q (pre-test), and
as the pool, participating teams must collaborate. Every time a manual on how to connect to the session. In addition to the
they buy an element, they can switch to the garden to see it manual, the families were offered a session beforehand to test
added. The objective of this step is to foster intergenerational the connections and/or the use of the videoconferencing tool.
communication between all team members and collaboration Only a couple of families (the grandparents) made use of it.
between all participants since the reward is common. At the end Older adults were also asked to fill in a questionnaire about
of the game, each participant can print the result of the “Garden their digital habits. We found out that all of them connected
of Dreams” as a prize and souvenir of their participation in the several times a week or every day to the Internet, as well as
activity. having established online connections with family or friends;
however, only four of them used the computer to play, on a
regular basis.
B. Online Gaming Sessions
The game sessions lasted around 90 min. First, the researcher
Four play sessions (workshops) were held: one pilot session in charge, who acted as the game mediator, presented the
in March and three sessions in June 2021. For the recruiting, we game and introduced the players (see Fig. 3). The mediator
first contacted the families that had already participated in other was in charge of directing the dynamics of the game and
of our research activities. Other families were also contacted controlling remote communication between participants. She
through “snowball” or accidental sampling [49], as they were had the support of other researchers (at least one per family)
people known to the members of the research groups and these that supported the families with the technology and during
people suggested other people known to them. We wanted the storytelling phases in which the families created the sto-
the participation of three or four families for each session, ries (see Table VI). The researchers were also in charge of
and for each family, one or two grandparents and one or two observing the interaction among players and of video recording
grandchildren participated. All the participants had to be able to the experience.
connect from their houses with their own devices, preferably Regarding the videoconferencing tool used, after a first pilot
computers. A total of 11 families participated, 3 families in with Google Meet it was decided to use Zoom in the following
the pilot experience and 2 or 3 families in each of the other sessions. This was due to the complexity within Meet of manag-
three workshops (see Table V). Each family consisted of at least ing separate rooms for the families (so that they could think and
one grandparent and one grandchild; although in most cases, discuss their stories) in addition to the common game room (to
there was either more than one grandchild or more than one tell the stories, buy the elements …). In Meet, the users have to
grandparent, so the teams were usually made up of at least three move themselves between the rooms, whereas in Zoom, it is the
members. Grandparents ranged in age from 51 to 81 years old. mediator who manages this, freeing the participants from this
Gender parity was sought, with 53.8% being women and 46.2% task. At the end of the session, players filled in a questionnaire
men (seven women and six men), most of them being over 75 about their game experience and a short group interview took
years of age. In total, 13 grandchildren, 11 granddaughters, and place.
2 grandsons, aged between 6 and 14 years, participated. After the sessions, a closure e-mail was sent to all participants,
The procedure consisted of three stages: invitation (with thanking them for their participation and asking them to fill in
pretests), online sessions, and closure (with post-tests). the IGA-Q (post-test).

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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 165

TABLE VI
EXAMPLES OF STORIES CREATED BY THE FAMILIES

Fig. 4. Comparison of the intergenerational experience by both generations.

values for each of the variables analyzed: PC, AU, and SN.
The first thing that stands out is that, in general, grandchildren
score higher than grandparents, with overall IGA-Q scores of 6.2
(pre) and 6.6 (post), respectively, in the case of grandchildren,
compared to 5.3 and 6 in the case of grandparents.
It is important to note that the score of the posttests, after
having lived the experience of the game, is better than that of
the pretests in all the questions except one for both age groups.
In question 6 for grandchildren, the posttest score equals the
pretest one: it corresponds to the variable SN, which asks about
TABLE VII the possibility of telling their experience of playing with other
PRETEST AND POSTTEST MEANS FOR EACH IGA-Q VARIABLE
generations to other people who are references for them.
It can be concluded, in general and with the limitations of the
few cases involved, that the experience of playing improved the
IGA-Q test ratings and, therefore, the acceptance toward playing
this type of intergenerational game.

B. Impact on Intergenerational Relationships (RQ2)


To analyze the results related to intergenerational relation-
ships, two categories are considered: the improvement of inter-
generational interaction and relationships, as well as changes in
intergenerational perception.
VI. ASSESSMENT 1) Improving Intergenerational Interaction and Relation-
The video recordings (both from the shared room and the ships: Both generations (see Fig. 4) have perceived that the
families’ rooms) were transcribed and viewed independently by intergenerational game experience has facilitated a stronger rela-
the researchers in order to be able to categorize each observation tionship with the other generation (item 4, Table III). They also
in the different areas of observation. After the debriefing meeting recognize its potential to favor relationships (item 3) between
with all the team members and the analysis of all the videos, the generations. The fact of being able to learn new expressions used
interviews, and the questionnaires, the results were structured by the other generation (item 5) is less relevant, although in three
according to the dimensions referred to in Table II. For each cases both grandchildren and older adults give this a maximum
of the dimensions, the categories are discussed with a focus on valuation, which could indicate different levels of knowledge in
differences between generations and gender, if applicable. the family relationship.
2) Changes in Intergenerational Perception: In terms of
changes in intergenerational perception, it is worth noting that
A. Technological Acceptance (RQ1)
playing intergenerationally has uncovered new aspects between
The questionnaire was filled in by nine boys/girls and six generations (item 6, contrasted in the group interview), although
older adults before and after playing. Table VII lists the prepost this is not seen as a major change by all participants. Thus, 61.5%

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166 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 17, 2024

of the children said that playing intergenerationally had led them to think it is true,” “Yes, it’s real, because the unicorn used to
to discover new aspects of their grandfather/grandmother. The be there and now it’s gone.”
answers were structured in the following three categories. On the other hand, it is relevant to note that while grandfathers
1) Life experiences of their grandparents that they did not do not have a marked preference for expressing verbal expres-
know: “One day the ball flew away from him on the sions of support, encouragement, and/or reinforcement (SI1),
beach.” 50% of the participating grandmothers express this attitude by
2) Skills of their grandparents hitherto unknown to them: using affectionate expressions such as “We are all doing very
“That she is very good at explaining and making up well” or by giving instructions with reinforcement “Come on,
stories,” “I have discovered that my grandmother likes x, darling!” It should also be noted that when grandparents want
tennis.” to encourage, they do so with expressions related more to the
3) Attitudes of their grandparents: “that she knows how to result: “very good,” “great.”
control situations” or “that she wants everyone to partici- Finally, it should be noted that there is no abundance of
pate.” nonverbal expressions of support and encouragement (SI2),
On the Other hand, Grandfathers and Grandmothers Have although in the two cases in which this has been a habitually
discovered the following. expressed attitude, it was the women who smiled, nodded, and
1) Skills that they are surprised that their grandchildren have: accompanied verbal support with nonverbal gestures. This can
“ability to express themselves, inventiveness, imagina- be a consequence of the online settings. Nor do grandmothers
tion,” “self-confidence, assertiveness, ability and agility usually use commands in their interaction (SI5), only in some
in handling the computer, innocence.” cases to name another person to tell the story: “You tell that one,
2) Certain attitudes of their grandchildren and/or grand- hey!” “Your grandmother tells that one,” “But you make it up
daughters: “A bit embarrassing,” “more confidence,” yourself.”
“The enthusiasm to play with the grandparents and that 2) Teamwork: Regarding the way of working together in the
they do not hesitate to help us with things we do not know game (Item 8, Table IV), five of the grandchildren value the
or do not know about.” fact that they have worked well as a team. Another six highlight
the collaborative, participative, and equitable work with their
grandfathers and grandmothers, as well as their initiative when
there were no ideas and and their focus on how to meet the needs
C. Problem-Solving Strategies (RQ3) of others.
Three categories are considered: Support interactions (SI), On the other hand, all the grandparents point out that they
teamwork, and styles in conflict. have worked very well or well with them. But if we analyze
1) Support Interactions: Regarding the SI throughout the what needs they attended to, we observe that the caring role
game, a different attitude between generations was observed appears both in a positive and negative sense: the grandparent
as well as differences between grandfathers and grandmothers or grandmother attending to the others so that they do not argue
during the game dynamics. “that my grandchildren do not argue among themselves” or that
As for the differences between generations, in the case of they are the protagonists of the situation “I have tried to give
grandfathers and grandmothers, there is a preference in both them the initiative and I have respected their proposals”; but
genders (90.9%) to interact through questions that help their also reflecting regret at not being able to exercise this caring role
grandsons and granddaughters to think. Their aim is to clarify because they had no resources in this online playing situation:
themselves and contribute new ideas (see SI4 in Table V): “Do “but I would like to feel more useful.”
you know what this story is about,” “Do you like the grandfa- With regard to the way in which the children have helped their
ther’s story?” “Do you tell it?” “Do you remember?” “Who team, three categories stand out: Proposing ideas (6 children),
rolls,” “And what emotion can you have there?” “Who did it collaborating (2 children): “I helped my grandmother to say that
happen to?” “What do you think?” “What do you want?” “What word that didn’t come out when it was her turn to describe the
are you making up?” In addition, 54.5% also use statements to story” and generating comfort and giving confidence (2 chil-
indicate, explain, and clarify ideas (SI3): “Some story based on dren): “ …with confidence.”
something that has happened but that …,” “It has to be made up,” In the case of the grandparents, two categories stand out. In
“They won’t believe it,” “Sadness because I can’t take part,” one the protagonism is shared with the grandchildren, while
“Well, I think sadness, if it’s real, he must have felt sad, because in the other, they perpetuate the adult role in the dynamics
he’s such a fan of Nadal,” “It’s clear that it’s a lie,” “But if you of the game. Thus, six of them focus on the importance of
say that we were all very sad, you show it’s sadness.” participating, listening, and dialogue in order to seek agreements
These statements are also the ones used by the children who among all of the team: “the three of us agreeing,” and three others
participated in the game. In fact, it is the only subcategory highlight their role of giving support to facilitate the grandchild’s
(SI3) that they use almost always (69.2%), that is, helping their protagonism: “supporting x so that he/she has protagonism,”
grandfathers and grandmothers by using statements to explain, “When I didn’t agree with them I suggested a doubt.”
indicate, and clarify ideas: “It is clear that it is a lie,” “But if Concerning teamwork (item 9), all the grandfathers and
you say that we all got very sad it will be noticed that it is out of grandmothers highlight the atmosphere generated in the dynam-
sadness,” “It has to be that it could happen in real life for them ics of the game among all players, a climate that gives security

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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 167

TABLE VIII men prefer to ask questions to the game coordinator, all the
RESULTS (IN PERCENTAGES) OF THE PROBLEM SOLUTION CATEGORY
grandmothers coordinate and lead the game when the situation
requires it or out of personal necessity. They are not inhibited
in the face of difficulties. As for the children, there are very
few indications that they show leadership in solving the game,
although when this has occurred it has been one of the girls
participating.

D. Emotions and Satisfaction (RQ4)


We analyze here two categories: expression of emotions and
reasons for satisfaction.
1) Expression of Emotions During the Process of the Game:
We can speak of a predominant emotion that has manifested
itself in the process of the development of the game. This feeling
is joy, relevant in all groups, sessions, and generations. In the
case of grandmothers and grandfathers, there was no anger, fear,
shame, or boredom emotions that in some cases were manifested
in the grandsons and granddaughters.
In terms of gender analysis, the grandmothers sometimes
expressed surprise, “Come on! I can’t believe it!” when they
and confidence: “motivation, joy, feeling good and safe …,” realized that a story was not as they had thought. On the other
“confidence in others,” “trust in others.” hand, sadness has emerged, in the case of the older adults, on
For their part, the children highlighted collaboration, creativ- occasions when the dice suggested it (sad party …), or when
ity, as well as the importance of thinking about everyone: “They the remembered event generated sadness (because it was a sad
think about everyone and not just themselves.” One of them also real family event) and affected the family’s mood. However, as
highlighted the support received: “if I didn’t understand a word, confirmed in the interview, dealing with sensitive issues between
they explained it to me,” and another the strength of the group grandparents and grandchildren also had positive effects on
in not giving up: “we didn’t give up.” intrafamily life, generating more communication.
3) Styles in Conflict: The five problem-solving styles pro- 2) Reasons for Satisfaction With Intergenerational Play: As
posed by the Rahim and Bonoma Model, relating the orientation for what they liked most in the intergenerational analysis, it can
to one’s own interests and the interests of others, allow for an be seen that most grandparents and grandchildren emphasize the
analysis of the problem-solving interactions during the intergen- fact of being able to share. When the grandchildren were asked
erational game. what they liked most, five of them said everything (the game
It is worth highlighting (see Table VIII) the preference of and playing with their grandparents): “Everything because both
grandmothers and grandfathers for the styles of integrating (PS4) the game and playing with my grandmother was a lot of fun.”
and obliging (PS5), as well as the absence, at least as an habitual Another five emphasized the possibility of sharing with their
pattern, of the dominating (PS2), avoiding (PS3), and compro- grandparents, as well as with other people: “Having spent more
mising (PS6) styles. The most frequently style observed (72.7%) time with my grandmother and meeting new people.” In another
is integrating (PS4): “Come on, the seesaw, and some swings? To two cases, they emphasized the fact of playing and the stories
take x.” Grandparents tend to think of their whole group, trying that were created.
to make everyone feel at ease, even family members who have For their part, grandparents open their perspective by in-
not participated in the game. The second style (54.5%) shown cluding all the people who have participated in the game and
is that of obliging (PS5), adapting to what their grandchildren not only their grandchildren. Thus, five of them emphasize the
propose, even if it is not their choice: “Come on, we’ll take the possibility of sharing with their grandchildren as well as with
one you said,” “I was going to put 25.” other people: “Exchanging ideas and sharing experience with
It is relevant to note that in the case of grandsons and grand- others,” “Being able to relate to my granddaughter and the rest
daughters, no preferred style is observed in general. Although of the people without a mask, without fear of contagion due to the
they give their opinion, they do not defend or debate it, so they Covid-19 issue.” Two others emphasize the novelty “That I can
adapt (dominating, PS2 and obliging, PS5). However, they do not do something new …different.” The positive dynamism of the
take into account the opinion of the rest in their decision-making game itself is also reflected: “the (apparent) simplicity, creativ-
(integrating, PS4) except for two cases. On the other hand, they ity, positivity, and commitment” and the attitude of commitment
are not inhibited (avoiding, PS3) but they do not take the ini- to the experience by all the participants in the workshop: “The
tiative to find a solution that satisfies everyone (compromising, willingness of all.”
PS6). Only five children pointed out some aspect that they did not
As for leadership in solving the challenges of the game (PS1), like. Three of them mentioned aspects of the game mechanics, as
there is a relevant difference between genders. While all the they would have liked to play more because they had few points

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168 IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, VOL. 17, 2024

both from their grandchildren and from the game facilitators.


In terms of interaction with game elements (use of the dice),
it was necessary to invite grandparents to roll the dice, as they
wanted their grandchildren to do it and to involve them in the
game. In the case of the grandchildren, 38.46% always wanted
to roll it, the same proportion wanted to share it, and the rest had
no clear pattern of behavior. Besides, the children did not use
technological terminology, and only 27.27% of the adults did so
sometimes. In this area, no gender differences are observed in
either generation.
Fig. 5. Comparison of personal competence and transferability between both 3) Differential Value of Playing an Intergenerational Game:
generations.
According to the grandparents, the difference between this game
and the usual way of playing lies in key elements that make up
three categories: a different online modality “computer games
to buy at the end of the game. One of them said that he did not are usually very different, repetitive, aggressive, and passive”;
like the discussions and another one mentioned the technical the search for shared work: “Because when we are alone we
difficulties due to connection problems. go our own way”; and that it is a safe interaction environment
As for proposals for improvement, the majority of both gen- in a pandemic situation: “I have played with people I did
erations said that they liked the game as it is: “No, I really not know previously, I have been able to connect with them
liked the game and I would leave it like this.” The grandparents and have a good time, and … in this pandemic stage, I have
put forward two proposals that have to do with the structure of appreciated a ‘safe environment’ of interaction, where I could
the game: changing some terms that could create confusion, and concentrate on the game, without worrying about whether or
adding some other emotion, such as embarrassment. In addition, not my companions were more or less than 5 ft away or whether
the children made proposals to extend the resources of the game: or not the room would be well ventilated ….”
to create avatars, to have more emotions, and actions to tell The children said that the difference between this game and
stories. Another raised the need for more time to play. the usual way of playing lies in two key elements, the online
mode (five children): “We have not been together per se, we
have been together, but through the laptop/computer,” and that
E. Feasibility and Differential Value of an Online there were more people (three children): “because there were
Intergenerational Online Activity (RQ5) new families.” Only two of them said that it was not different or
This last analysis highlights the importance of being able to not much different from other experiences.
use online environments, the value they confer, as well as their
feasibility. VII. DISCUSSION: CHALLENGES AND VALUES IN ONLINE
1) Perception of Personal Competence and Ease of Play: INTERGENERATIONAL EXPERIENCES
Both generations consider (see Fig. 5) that playing the inter-
Several challenges have to be faced to carry out such experi-
generational game has improved their confidence in using the
ences.
Internet (item 1 in Table III). On the other hand, they also
highlight its potential for intergenerational transferability, as
A. Challenges in Collecting Participants
they consider that it could be played by other people even with
poor online or Internet habits (item 2). It was difficult to find grandparents to participate in the
2) Technology-Related Observations: In the group inter- experience. The devices used in the experiences were one of the
view, grandparents expressed the concern they had about playing reasons: in the pilot, we realized that using mobiles and tablets
online with their grandchildren; they had fear of experiencing for videoconferencing was quite challenging for the older adults,
technological problems that they did not know how to solve. so we decided to use personal computers and laptops, which are
Despite having downplayed the possibility of technological not so widespread. Moreover, people who had the devices had
problems causing difficulties, there were difficulties in two cases poor Internet connections: some of them were in villages or, as
(grandfather and granddaughter) that required a lot of support. it was during the pandemic lockdown, they were unable to go
In fact, 54.54% of the older adults and 7.69% of the children to public places or to relatives with better Internet connections.
sometimes had difficulties using the technology (with the mi- Even those who had both devices and connections were reluctant
crophone, camera, or screen sharing), which slowed down the to play digital games with their grandchildren: they thought they
development of the game. The grandsons and granddaughters, would not be able to do so as they struggled to use technology,
in general, solved technological problems earlier than their in particular videoconferencing resources. The acceptance of
grandfathers or grandmothers, and if there were more than one new devices and/or resources by older adults is sometimes a
playing in the same team, they supported each other. In this question of adaptation as they have to incorporate them into their
sense, 90.9% of the grandparents needed technological support lives [49]. Moreover, the lack of familiarity with technology
(half of them always, and half of them sometimes), compared resources influences their attitude toward their use [50]. This
to 15.3% of the grandchildren. The older adults received help is why previous learning of the devices and applications is so

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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 169

important [1], [3], [28]. In this regard, we have realized that it to relate with the other generation [11]. They also discovered
is essential to enroll older participants in some previous session aspects/attitudes/experiences that they did not know about the
to make sure they will feel confident during the game and that other generation [10]. Regarding emotions, the predominant in
they know what they are going to do in advance. On the other the older adults was joy; during the experience, grandmothers
hand, the possibility of playing with their grandchildren seems and grandfathers did not feel anger, fear, embarrassment, or
to be a strong motivation for those who participated. This also boredom. Both grandparents and grandchildren emphasized the
aligns with the findings of Mates [50] who states that almost teamwork and the atmosphere generated [3] and valued the
half of older adults begin to use technology because their family fact of being able to share time and play with each other and
members encourage them. After the experience, we were happy with other people. During the experience, grandparents tried
to detect, in the GEQs, that older adult participants felt more to achieve a safe and caring climate for their grandchildren
confident and that they thought that other people of their age [54]. The core of the intergenerational game was storytelling,
without much Internet experience would be able to participate. an activity that has proved to bring benefits to both generations:
This is why we affirm that the context of intergenerational play it encourages learning and overall development in children [40]
is a good framework for older adults to learn to use technology. and promotes psychosocial wellbeing in older adults [41]. In
Moreover, we think that if senior people played this kind of our proposal, the classical intergenerational storytelling activity
online game more often, they would have more confidence and in which one generation (generally the older one) tells stories
a better attitude to new technologies [51]. In this sense, it is to the other (generally the younger) has been changed into a
relevant that in the result of perceived control measured by joint storytelling activity that leads to the exchange of family
the IGA-Q test, the improvement in the posttest assessment is stories and the joint creation of new ones. In this way, the
significant in the group of older adults (see Table VII). Moreover, benefits of the activity increase as it promotes mutual knowledge,
during the talk after the play session, the older adults commented intergenerational dialogue [55], and fight prejudices toward
that they were very proud of having been able to play online with older generations [56]. Finally, as the experience was carried
their grandchildren and that they would happily be involved out during pandemic times, all participants valued the online
again in such experiences. Besides, their acceptance of such experience as a safe place to play together. However, beyond
games had increased after the experience (IGA-Q). the pandemic situation, such experiences can be very useful
for families who are geographically separated or with their
B. Challenges During the Sessions grandparents living in nursing homes. For these reasons, we
think it is worth the effort and that more experiences like this
In spite of our efforts in conducting a pilot session and offering
should be promoted.
previous tests with grandparents, half of them still experienced
some technological issues during the play session with the cam-
era, the microphone, or to share the display. Again, a previous VIII. CONCLUSION AND FUTURE WORK
training session is required even if participants think it is not This work started out from the necessity of transforming
necessary. Above all, there is a need for easier videoconference colocated intergenerational gaming experiences into online ones
user interfaces adapted to all ages. In addition, it is important during the COVID-19 pandemic. From that necessity, we have
to realize that moving HCI studies to online contexts requires worked to obtain design guidelines to support the creation of
a certain amount of improvisation, as has been experienced by these experiences and specific tools to assess the degree of
other researchers [52]. acceptance by older adults, the intergenerational dynamics, and
the satisfaction and perceived value of the experience.
C. Challenges Related to Symmetrical Interactions We have described here the intergenerational game we have
created, the online play sessions carried out, and the results
This kind of game that includes a joint storytelling task
obtained from the application of the proposed assessment tools.
encourages both older adults and children to assume an active
We hope that our findings will foster the design of shared
and participative role [47]: both grandparents and grandchildren
intergenerational play contexts that are known to be beneficial
interact in order to help, explain, and clarify ideas. Nevertheless,
for both age groups: children and older adults. In future, we aim
during the experience, the grandparents’ caring role and obliging
to continue with these experiences, exploring other issues such
style in conflict resolution are still often predominant. On the
as cultural differences, and the use of other technologies (social
other hand, when grandparents experience technical problems,
robots) and contexts (nursing homes).
their grandchildren usually try to help them, taking the role of
masters and technology facilitators [53]. In terms of gender
differences, more coordination and leadership activity is ob- ACKNOWLEDGMENT
served in grandmothers’ play, as well as greater use of verbal The authors would like to thank Mercé and Manel for their
and nonverbal expressions (not so frequent as in face-to-face help during the game sessions.
experiences) of support, encouragement, and/or reinforcement.
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CEREZO et al.: EXPLORING INTERGENERATIONAL INTERACTIONS THROUGH AN ONLINE STORYTELLING EXPERIENCE 171

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citizenship.

María Ángeles Garrido received the Ph.D. degree


Eva Cerezo received the Ph.D. degree in computer in psychology from the University of Zaragoza,
science from the University of Zaragoza, Zaragoza, Zaragoza, Spain, in 1996.
Spain, in 2002. She is an Associate Professor with the Psychology
She is Full Professor with the School of Engi- and Sociology Department, University of Zaragoza.
neering and Architecture, University of Zaragoza. A member of the group “Educaviva: Education and
She leads the AffectiveLab, a research group that psychological processes” she is interested in the
focuses on affective multimodal human–computer teaching–learning process (especially reading pro-
interaction, tangible tabletops, and virtual humans. cesses).

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