Abstract
In the current context of aging populations, digital games can increase cognitive skills and decrease loneliness among elders. However, it is hard to access data about elders’ uses of digital games. We have administered a survey to 1,208 Canadian elders from British Columbia and Québec. Our findings show that several factors independently influence practices: language, education, social context and to some extent gender. It would be appropriate to develop specific games to change the role of digital games, from being “catalysts for differences among elders” to becoming tools that benefit everyone.
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