AI, aging well, and accessible digital games: the supplemental role of AI in accessible game design for older adults.
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, like simplified input schemes, redundant information channels, and increased legibility of...
| Published in: | Gerontologist Vol. 66; no. 7; pp. 1 - 11 |
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| Main Authors: | , , , , , , |
| Format: | Article |
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Oxford University Press / USA
Jul2026
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| Subjects: | |
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=195281401&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 195281401 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00169013 GET jtl: Gerontologist issn: 00169013 maglogo: N pubinfo: dt: Jul2026 vid: 66 iid: 7 pid: 622 pub: Oxford University Press / USA artinfo: ui: 195281401 10.1093/geront/gnag055 ppf: 1 ppct: 10 formats: tig: atl: AI, aging well, and accessible digital games: the supplemental role of AI in accessible game design for older adults. aug: au: Lyman, Brandon Zhang, Yichi Pearce, Celia Kim, Miso Harteveld, Casper Chukoskie, Leanne Schutter, Bob De affil: College of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States College of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United StatesBouvé College of Health Sciences, Northeastern University, Boston, Massachusetts, United States College of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United StatesKhoury College of Computer Science, Northeastern University, Boston, Massachusetts, United States su: Motor ability Artificial intelligence Privacy Psychological adaptation Quality of life Ageism Digital media Active aging Video games Medical ethics Self-perception Social participation Old age Visual perception Auditory perception Short-term memory User interfaces sug: subj: Motor ability Artificial intelligence Privacy Psychological adaptation Quality of life Ageism Digital media Active aging Video games Medical ethics Self-perception Social participation Old age Home entertainment equipment merchant wholesalers Doll, Toy, and Game Manufacturing Video game publishers Video game design and development services Internet Publishing and Broadcasting and Web Search Portals Visual perception Auditory perception Short-term memory User interfaces keyword: Age-friendly design aged Aged heterogeneity aging copyrightHolder:The Gerontological Society of America copyrightYear:2026 ethics heterogeneity https://dx.doi.org/10.1093/geront/gnag055 inLanguage:en Personalization publisher:Oxford University Press sameAs:https://pubmed.ncbi.nlm.nih.gov/42036802/ Threat-to-self-esteem Age-friendly design aged Aged heterogeneity aging copyrightHolder:The Gerontological Society of America copyrightYear:2026 ethics heterogeneity https://dx.doi.org/10.1093/geront/gnag055 inLanguage:en Personalization publisher:Oxford University Press sameAs:https://pubmed.ncbi.nlm.nih.gov/42036802/ Threat-to-self-esteem ab: As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, like simplified input schemes, redundant information channels, and increased legibility of digital user interfaces, are limited in the face of this heterogeneity. This is because such features affect all older adult players and, therefore, are designed generically. We introduce artificial intelligence—although it has its own limitations and ethical concerns—as a method of creating player-based accessibility features, given the adaptive nature of the technology. These features may help to address a unique assemblage of accessibility needs that may accumulate through age. We argue that existing AI technologies can build upon extant accessibility design techniques to improve digital game accessibility for heterogeneous older adults. We adopt insights from gerontology, human–computer interaction, and disability studies into the digital game design discourse for older adults, and we contribute insight that guides the integration of player-based accessibility features to supplement game-based counterparts. The accessibility of digital games for heterogeneous older adults is paramount, as the medium offers short-term social, emotional, psychological, cognitive, and physical benefits that support the long-term goal of aging well. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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