{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,12]],"date-time":"2025-10-12T02:34:46Z","timestamp":1760236486893,"version":"build-2065373602"},"reference-count":68,"publisher":"MDPI AG","issue":"12","license":[{"start":{"date-parts":[[2021,12,5]],"date-time":"2021-12-05T00:00:00Z","timestamp":1638662400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"name":"FCT and COMPETE 2020, Portugal 2020 and European Union, European Regional Development Fund, SEDUCE 2.0 project nr. POCI-0145-FEDER-031696.","award":["POCI-0145-FEDER-031696."],"award-info":[{"award-number":["POCI-0145-FEDER-031696."]}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Social Sciences"],"abstract":"<jats:p>Aging audiences and the shift of news consumption to an online paradigm have led to the need of finding strategies to engage aging readers with online news by assessing their news consumption habits and identifying the potential for digital platforms to assist the reader\u2019s journey, i.e., the activities performed from access to the information to the relatedness and shareability of the news content. It is well established that the use of game elements and game thinking within the context of a community can capture the user\u2019s attention and lead to behavioral engagement toward repetitive tasks. However, information about the design implications of socially gamified news to the aging reader\u2019s experience is still lacking. Using a development research approach, we implemented a prototype that socially gamifies news to support the aging reader experience based on a pre-assessment survey with 248 participants about their news consumption habits and motivations. We then validated the prototype with six market-oriented representatives of Portuguese newspapers and eleven adults aged 50 and over. A model for onboarding a reader\u2019s 6-step journey (read, react, discuss, share, relate and experience) within the context of a Senior Online Community using gamification is proposed. The game elements used can inform the design of a much more personalized experience of consuming news and news behavioral engagement.<\/jats:p>","DOI":"10.3390\/socsci10120463","type":"journal-article","created":{"date-parts":[[2021,12,6]],"date-time":"2021-12-06T03:10:38Z","timestamp":1638760238000},"page":"463","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":9,"title":["Gamifying Online News in a Senior Online Community: Insights from Designing and Assessing the Readers\u2019 Experience"],"prefix":"10.3390","volume":"10","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-0988-9021","authenticated-orcid":false,"given":"Francisco","family":"Regalado","sequence":"first","affiliation":[{"name":"DigiMedia, Department of Communication and Art, University of Aveiro, 3810-193 Aveiro, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-2451-3073","authenticated-orcid":false,"given":"Liliana","family":"Vale Costa","sequence":"additional","affiliation":[{"name":"DigiMedia, Department of Communication and Art, University of Aveiro, 3810-193 Aveiro, Portugal"}]},{"given":"Fernanda","family":"Martins","sequence":"additional","affiliation":[{"name":"CITCEM, Faculty of Arts and Humanities, University of Porto, 4150-564 Porto, Portugal"}]},{"given":"Ana Isabel","family":"Veloso","sequence":"additional","affiliation":[{"name":"DigiMedia, Department of Communication and Art, University of Aveiro, 3810-193 Aveiro, Portugal"}]}],"member":"1968","published-online":{"date-parts":[[2021,12,5]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Altmeyer, Maximilian, Lessel, Pascal, and Kr\u00fcger, Antonio (, January June). 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