"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
5. A little background
Tabletop Gaming at the
Library
Weekly,
intergenerational, mostly
gateway games
Game Designer’s Guild
Monthly,
intergenerational,
design, learn, create,
play-test.
Pick and Play
Monthly, teens,
Board Games at the Primos Branch Library
6. Demographics
50% of attendees
were 55+.
50% of attendees
were female.
The rest were mostly
30[ish] male.
Led me to think that a
gaming event
targeted for seniors
was both warranted
and needed.
Tabletop Gaming at the
Library
The “Over the Hill” Gamers of
Newtown, PA. [meetup]
Motto: We're old but we still
game.
7. “Modern” board game event
basics
Teach.
Encourage help.
Start simple and work up [or not].
Make connections to past or well-known
games.
Just like storytelling, be confident even if
you’re falling apart.
Answer questions and guide throughout the
game.
Avoid jargon.
Don’t touch a persons’ bits, cards or pieces
8. A few words on teaching
games.
Moderate, don’t play.
Unless you need to, don’t play.
Allow for half the playing time for instruction.
If the game lasts 30 minutes then allow for 15 extra
minutes.
Know the game before you play.
Read the rules and have at least one play-through
Teach in the following order
What is the game about?
What do I do?
How do I win?
Use scaffolding for complex games.
Debrief afterwards with a post-mortem.
10. Source: Rapid City Public Library North, Gaming Afternoons, Rapid City,
SD.
When we think of gaming, does this pop into your
head?
11. Source: A Knit Wits session at the Active Senior Network Room in the
Berea (Ohio) Recreation Center.
When you think of adult programs do you think of
this…
12. Some of us even think of this…
Source: Wii Bowling for Adults at the Library
Lester Public Library, Two Rivers, Wisconsin.
Source: Bowling in the Library,
Danbury Public Library, Danbury
Connecticut.
14. Increases in multitasking, cognitive abilities, working memory, and
attention sustainment over time while playing specially designed video
games. [source]
Potential “application to other brain-related disorders such as attention-
“Video game training enhances cognitive control in
older adults”
15. Obligatory Survey Data
Seniors tend to play games more
frequently than young adults.
Over one-third of gamers 65+ say
they play games everyday or almost
everyday.
Almost half of all adult gamers
reported playing games at least a
few times a week.
Adults and Video Games Dec 7, 2008 by Amanda Lenhart, Sydney Jones, Alexandra Macgill
16.
17. Let’s talk about a few things:
Game Weight
Player Interactivity
Game Mechanics and Theme
Before we dive in…
18. Game Weight
Light
Medium
Heavy
Game Weight will
depend on:
Decision Space
Length of Rules
Play time
Strategy vs. Luck
Atmosphere
Accessibility of
theme
19. Player Interaction
Solitary Games
Minimal interaction
Friendly Competition
Encourage interaction
through a shared board
and personal
objectives.
Direct Competition
Main mechanic is
confrontation with other
players.
Cooperative
Players work together
towards a goal.
1. How much noise is appropriate in the
library?
2. What space am I considering – an
open, accessible space or closed,
exclusive space.
3. Am I encouraging new players?
20. Mechanics and Theme
The "moving parts" of
the game, the rules,
how the games is
played.
A game with a focus
on mechanisms focus
on what you are doing
rather than the story
surrounding those
actions.
The story, setting,
premise and
character of a game.
With a heavily
thematic game,
game play will be
immersive.
Mechanics Theme
21. Birth of the Golden Gamers
•Evaluation of need
•Goals
•Collection Development
Development
22. Evaluation of need
Issues with Video Games:
Accessibility tends to be a challenge
due to physical determinants (carpal
tunnel, poor eyesight, arthritis)
Large learning curve
Lack of a social experience.
Benefits of tabletop board games
Interactive, social experience.
Cognitively challenging.
Wide range of decision space.
Familiar themes.
Difficulties of tabletop board games
Large rule-set.
Lots of fine print (on cards, boards).
Crazy mechanics (what is a worker
placement?)
Upper Darby Library Senior Activities Board
23. Goal Number 1
Choose games with
small, simple rule-sets.
familiar mechanics used in
interesting ways.
Find games which
focus on singular
mechanics.
have familiar themes.
are social.
Play quickly with minimal
set-up time.
Lower the barrier of entry of
gaming for seniors.
No rule books. Quick to learn.
Easy to teach.
Board games are the only hobby that
you need to pass a written and
speaking exam before you start. ( Rob
Daviau, designer)
24. Goal Number 2
85% of the
attendees of regular
board gaming group
are not card holders.
Next step: Journey
to senior centers,
retirement homes,
schools.
Community outreach centered around a
positive and emerging cultural building
medium.
Go places! Meet people!
25. Goal Number 3:
Recognize the culture of
your library/group and
build around it.
Experimentation and
Interaction. (Modern
Board/Card Games,
Design)
Comfort and Familiarity.
(Classic Games/Mass
Market)
Competition and
Interaction. (Chess,
Bridge, Scrabble)
Interaction. (Party/Social
Games)
Encourage constructive play,
social learning and friendly
competition.
26. Goal 4: Support learning and
explore a diversity of board games.
27. Collection development hints:
Start with a small, diverse collection.
Keep initial games inexpensive ($8-$35
each).
Be sure they are in print from reliable
publishers.
Purchase online for good deals.
Purchase from brick & mortar stores for
goodwill.
Encourage sharing of games.
Build the collection as group aligns toward
28. Find help and support!
A staff person who may be a hobby board
gamer.
Contact local game shops.
Peruse Meetup.com for any board game
groups.
Contact board game publishers. Ask for
educational discounts or demo copies. [hint:
request “dinged” copies]
Start with what you have or what people can
provide.
30. 1) Sushi Go!
Card Drafting
Set Collection
Plays in 15-20
minutes
2-5 players
Next Step?
7 Wonders
Seasons
Collect sushi. Score points.
Pass cards.
31. 2) Augustus
Plays like, but
doesn’t feel like,
Bingo.
Completes objective
by pulling symbols
from a sack and
placing on cards.
32. 3) Las Vegas
Introduces area
control/influence.
Players roll and place dice on
casinos to for payouts.
2-5 players (can expand to 7
with extra dice).
Plays in 30 minutes.
Next Step?
Small World
Kingdom Builder
Tammany Hall
Roll dice. Dominate casinoes.
33. 4) Incan Gold!
Press Your Luck
game.
Players decide
whether to go deeper
into a temple for
treasure or play it
safe and head back to
camp.
3-8 players.
Plays in 20 minutes.
With great risks come great
rewards!
34. 5) Bohnanza
Negotiation/Trading
Collect sets of
beans to “harvest”
for money.
2-7 players.
Plays in 45 minutes.
Next Step?
Settlers of Catan
Collect Beans/Harvest for
Cash.
35. 6) Citadels
Take a role, build a city.
Variable player roles.
Each round players draft a
new role.
2-8 players.
Plays in 45-60 minutes.
Can play a shortened
version of the game.
Next Steps?
Flash Point: Fire
Rescue
Pandemic
36. 7) Hanabi
Card game where you
can’t look at your cards!
Players can play a card,
discard a card or give a
hint.
Everyone works together
to create a fireworks
display.
2-5 players, 30 minutes.
Next Steps?
Pandemic
Flash Point: Fire Rescue
Forbidden Island
Look at everyone’s cards but
your own!
37. 8) For Sale
Auction/Bidding
players bid for buildings
then sell the buildings
for the greatest profit
possible.
Next Steps?
Alhambra
Going, Going, Gone
Power Grid
Ra
38. 9) Skull
A game of
bidding/bluffing.
Minimal components.
Simple game play.
Lots of player
interaction.
3-6 players, 30-45
minutes.
39. 10) SOS Titanic
Cooperative solitaire
themed to the
Titanic.
Moving cards
around the board
similar to a game of
Solitaire.
Plays 1-5, 30-45
minutes.
40. These open the gates for so many
more….
Alhambra ~ markets
Carcassonne ~ tile-placement
Dixit ~ storytelling
Dominion ~ deck-building
Kingdom Builder ~ area
influence/control
King of Tokyo ~ press your luck
Mascarade ~ social games,
bluffing
Stone Age ~ worker-placement
Letters from Whitechapel ~
hidden movement
Ticket to Ride ~ route-building
Ra ~ bidding
Takenoko ~ action point allowance
41. Post Mortem
What about the game was
frustrating?
Did you have fun with this game?
Would you want to play similar
games?
Would you play a similar game if it
were more difficult?
Did you enjoy the interactions with
other players?
Would you play it again?
42. John Pappas
Board Game Reviews:
www.Trollitc.com
Board in the Library Series:
http://www.webjunction.org/news/w
ebjunction/board-in-the-library-part-
one.html
Blog:
www.couldshouldabuddha.com
Email: johndawpappas@gmail.com
Shoot me an email if you are
interested in a suggested list of
gateway games for libraries and
Questions?
Editor's Notes
Please don’t let me read from slides!
In my experience, board games also promote creativity, invoke multi-generational interaction, increase social engagement, and have the potential to be thought-provoking, challenging and, of course, fun. But even more than that, designer board games build a culture of positive interaction between sometimes disparate ages and social groups.
Board games provide a physical, manipulable medium for patrons to interact, grow and explore in a physical space (hopefully within a library).
In an attempt to connect with patrons who desire diverse gaming experiences - game experiences which engage their imagination, spur critical thought, and exist in a physical rather than digital realm - the Primos Branch of the Upper Darby Free Public Library piloted three separate gaming groups in the Summer of 2013: a weekly, intergenerational "Tabletop Gaming at the Library" program; a monthly "Game Designer’s Guild," and a monthly teen “Pick and Play” board game group. From these programs, the "Golden Gamers" - which focused on gamers aged 65 and over. – began to develop.
While the idea of video game events in the library has become popular and intergenerational with the advent of the Wii and mobile gaming; the growth of designer board games is not as well known or appreciated by the library world.
The designation of these games as "designer," "hobbyist," "modern" or "niche" may be daunting and deter libraries from incorporating these board games into existing gaming programs.
Incidentally, the designation of "designer" in designer board games is due to nothing more than the tendency to place the name of the designer directly on the front of the game's box.
If you are hosting a game event like this you are a teacher. You can’t be passive.
You want big numbers at your events but you will be limited by the amount of players per game and having knowledgeable people able to teach.
You can mitigate this by including classic/mass-market games as well.
When reviewing a game be aware of the designations: Light, Medium and Heavy – in relation to the decision-space in the game.
A light game has a small decision space and will be appropriate for beginners.
A medium game will have a larger but probably static (not changing throughout the game) decision space and would be appropriate but will require teaching and moderation for beginners.
A heavy game has a robust decision space with options that potentially change over the span of the game.
The "weight" of a game is not solely determined just by decision space. Other factors include length and amount of rules, play time, amount of long term strategy vs. luck/chance, atmosphere and accessibility of theme. All these facets affect how easy or hard a game will be to teach, learn and play. We will examine each of these in a future post and provide some game examples that exemplify each category.
Player interaction is a deep topic and for me the core of why I play games - to interact and enjoy time with other people. Different games encourage different types of interactions between players, create varying amounts of noise, and require different levels of attention.
Games can be cooperative, where all players are working together in order to win, they can center around direct competition and conflict and they can involve teams or hidden betrayers!. Finding what level of social interaction is appropriate for your group and your library is important.
For example, the tempo of Escape: The Curse of the Temple - a fast, tense cooperative game - will generate plenty of loud, boisterous player interaction. Games such as Dominion, Sushi Go! or 7 Wonders (all card drafting games) will tend to be quiet and sombre.
A balance between these two elements needs to be struck so when considering whether to choose a game for a library gaming group it is important to take into consideration the space and proximity towards other patrons and the type of interaction the game may produce (and thus level of table-talk and noise).
Solitary Games
These are games that minimize interaction tend to focus on building your own deck or tableau independently of other players.
Friendly Competition
Some games encourage interaction through a shared board and personal objectives.
Direct Competition
Games where the main mechanic is a confrontation with another player would be included in this category.
Cooperative
In this game, one player plays Jack the Ripper and the rest of the players play investigators searching for Jack as he chooses and dispatches victims (dark, immersive theme!). The main (and really only) mechanism in this game is "hidden movement" where Jack moves about the board while the investigators try to pinpoint his location. They don't know where Jack is, but Jack can see where the investigators are located and what they are planning. This makes for an increasingly tense game for Jack as he can tell when he is getting cornered and trapped by the investigators. For the investigators, not having all the information needed to locate Jack can be an incredibly frustrating experience. This blends together to create a tense, delicate, and fast-paced game of cat and mouse.
Seniors are like sharks and reading the rule book aloud is like having a gushing leg wound. They will dive in and devour you. And I totally don’t want to be devoured.
I was lucky to have the “Senior Activities Board” so I had ready access to seniors’ concerns needs and interest.
Barring that I would have jumped at the chance to visit local senior centers, retirement homes, and assisted living centers, with a bag of games.
Since my group largely evolved from a tabletop gaming group and a game design guild we are totally embracing a culture of “Experimentation and Interaction.”
It is completely understood that these aren’t “your grandmom’s games” and it is likely, nay, certain that you will be playing games you have never seen before so be ready for something new.
How does this work? Well enough for me. I’ve had individuals who wanted more competition (a local chess master, for example) and wasn’t particularly attracted to the format. But! He showed up, demoed a few games and made that determination for himself.
Either way, ask “what do you want to get out of the experience?” rather than “do you want to play board games?”