Name: IAN DUQUE ZAMBALDI

Publication date: 25/03/2026

Examining board:

Namesort descending Role
BRUNO DE ALMEIDA VILELA Examinador Interno
FLAVIA MENEGUELLI RIBEIRO SETUBAL Presidente
GISELA GRANGEIRO DA SILVA CASTRO Examinador Externo

Summary: The number of elderly people has been growing year after year in different regions around the world, including Brazil. Research focusing on cognitive health indicates that interaction with technological devices, even electronic games, can play an important role in preserving cognitive functions, reducing social isolation, and improving the quality of life of the elderly population. In this context, the present study aims to investigate the characteristics of video consumption behavior among older adults and how this practice relates to active aging. The theoretical framework is based on concepts related to Consumer Values Theory, the consumption behavior of older adults, the use of technology at this stage of life, electronic games, and experimental studies that evaluate their effects on cognition. Methodologically, this is a qualitative, exploratory, bibliographic, and cross-sectional study. Primary data were collected through in-depth interviews with ten older consumers, addressing their profiles, habits, motivations, and perspectives on digital games. The information was submitted to content analysis as outlined by Bardin (1977), with the support of IRaMuTeQ software. Six categories emerged from the discourse, four of which are intrinsically linked to evaluative dimensions, while the others reflect risks and recommendations expressed by the participants.The results reveal that older adults play games daily, preferring casual offline games on smartphones, with an average duration of one to two hours per day. The predominant motivations include positive health impacts, fun and satisfaction, distraction during leisure time, and socializing with their peer groups. Among the concerns, addiction and the trivialization of gambling stand out. As key suggestions, the importance of introductory tutorials, more direct advertising, and the inclusion of games in social spaces geared toward this age group were mentioned. These findings help broaden the scope of application of Theory of Consumption Values and shed light on the behaviors and preferences of older adults regarding video game consumption. Therefore, this research provides input for the development of products, services, and strategies more in line with the expectations of this group, promoting active and healthy aging among this population.

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