Abstract
We began assembling this special issue because the use of digital computers for gaming (digital gaming) in later life has been rather underresearched, yet we know of a growing body of interested parties across the world starting to look into it and needed a place to bring it together. For this introduction to the articles on offer, we wanted to explore first why such a topic is so underresearched. We live in an aging society and in many nations across the globe, life expectancy is rising. In the United Kingdom, for example, there are now more people aged over 60 than those aged under 18 for the first time in history (Office for National Statistics [ONS], 2014b). In such countries, the number and proportion of people aged 65 and older are expected to continue to rise, with the prevalence of older adults increasing the most. The first issue is that an aging population is often viewed as dire and problematic for society; the burden of the old age utilizing health care and accessing benefits and pensions creating a drain on society.
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