The main purpose of this paper is to review the benefits and factors to be taken into\nconsideration for the design of intergenerational digital games. We conducted a systematic in Scopus,\nWeb of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in\nEnglish. The identified benefits were found to fall into four main categories, i.e., (1) reinforcing family\nbond, (2) enhancing reciprocal learning (3) increasing understanding of the other generation and\n(4) reducing social anxiety. According to the literature, two types of factors are important to take into\nconsideration: player-centric and game-centric factors. We identified the nature of the interactions\nbetween older (55ââ?¬â??81 year-olds) and younger players (4ââ?¬â??22 year-olds), their motivations to play\ndigital games and the difference in abilities as the main player-centric factors to take into account\nwhen designing intergenerational games. The most relevant game-centric factors were found to be\ngoal-related and space-related forms of interaction. To gain more insight into how specific benefits\nof playing digital games are related to a type of game, gender or age of the participant, additional\nempirical studies (comparative analyses), that take these factors into account are needed.
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