Digital technologies are having a profound impact on all aspects of our lives and are driving major societal changes. The use of information and communication technologies in education is one of the fastest developing areas of research, but there is still a digital divide and a need for action in lifelong learning to empower older adults. Our aim was to understand the profile of older adults who use videogames and to identify the factors behind their use and their relationship with certain aspects of health and well-being (self-perceived health status, cognitive and physical functioning, psychological and social well-being). With this aim, we assessed the use and acceptance of different types of technology and how these might be influenced by different factors, such as older adults' age, gender and level of education. Results obtained suggest that there are significant differences between the frequency of video game use and age, gender, educational level and previous experience with digital technology, but no significant differences by gender were found in overall technology use. In conclusion, this study could contribute to the design of lifelong learning approaches for older people that can take advantage of the benefits offered by video games and other technologies to leave no one behind.