The Social Construction of Online 3D Cognition: A Qualitative Study with Elders on Word of Warcraft.
Abstract: This article presents a case of study of older adults playing Massively Multiplayer Online Role-Playing Game World of Warcraft (WOW). The literature focuses mainly on digital games as a provider of cognitive and social benefits for this public but, it is difficult to evaluate if this kind of game is accessible to older adults, particularly because of its usability. We organized interviews with 15 participants, who are 55 and over, to discuss their first experience with WOW (with an instructor, individually and in group) and to get their impressions and the issues they may have had. Results show that if the literature shows a disconnect between ergonomics, cognitive aspects and social aspects, our participants link them: the entertainment comes from the cognitive challenge of a new ergonomics to understand the 3D space, assisted by social relations.