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...

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Published in:Gerontologist Vol. 66; no. 7; pp. 1 - 11
Main Authors: Lyman, Brandon, Zhang, Yichi, Pearce, Celia, Kim, Miso, Harteveld, Casper, Chukoskie, Leanne, Schutter, Bob De
Format: Article
Published: Oxford University Press / USA Jul2026
Subjects:
Online Access:View this record in EBSCOhost
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      dt: Jul2026
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        10.1093/geront/gnag055
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        atl: AI, aging well, and accessible digital games: the supplemental role of AI in accessible game design for older adults.
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          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
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