Journal Article

Exploring Older Adults’ Video Game Use in the PRISM Computer System

Walter R Boot, Jerad H Moxley, Nelson A Roque, Ronald Andringa, Neil Charness, Sara J Czaja, Joseph Sharit, Tracy Mitzner, Chin Chin Lee and Wendy A Rogers

in Innovation in Aging

Volume 2, issue 1
Published online April 2018 | e-ISSN: 2399-5300 | DOI:

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Show all results sharing these subjects:

  • Geriatric Medicine
  • Cell Biology
  • Geropsychology
  • Care of the Elderly
  • Gerontology and Ageing


Show Summary Details



Background and Objective

As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults’ gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior “in the wild” over an entire year.

Research Design and Methods

We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use.


Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers.

Discussion and Implications

Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.

Keywords: Computers; Entertainment; Technology; Video games

Journal Article.  9197 words.  Illustrated.

Subjects: Geriatric Medicine ; Cell Biology ; Geropsychology ; Care of the Elderly ; Gerontology and Ageing

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