Contents:
- Briefly about the speakers, AARP, and the topic of the report as a whole
- What problems do gamers over 50 face?
- How to represent people over 50 in games
- What is a gamer over 50?
- Game design taking into account the needs of an older audience
- Features of testing to identify player needs
- Integration of accessibility features
- Game design taking into account the strengths of an older audience
- Attraction people over 50 years old in the state
- Result

Learn: The Game Designer Profession from Scratch to PRO
Learn MoreThere is a perception that most older people treat video games with indifference, and sometimes even hostility. While this opinion still holds true, the reality is gradually changing, and the number of gamers over 50 continues to grow. Having spent their childhood playing Atari, Sega, and Nintendo consoles, many are now ready to become part of the modern gaming community. The emergence of diverse gaming platforms and the availability of games online are attracting older players who can enjoy gameplay and socializing with like-minded individuals. These changes demonstrate that video games are becoming a more universal hobby, accessible to all ages.
Residents of the CIS countries began to become familiar with video games significantly later than their international peers. However, players who emerged in the 1990s have now reached middle age and continue to show interest in the latest games. This creates the prospect of an increasing number of players over 50, opening up new opportunities for developers and marketers. It is important to consider that this age group has the potential to become a significant market segment, and their preferences can influence trends in game development.
It is important to remember that many members of the older generation play video games with their children and grandchildren. Video games are a great way to stay mentally active, add variety to your leisure time, and connect with loved ones. They also help develop coordination, attention, and logical thinking. Games can be not only entertaining but also a tool for strengthening family bonds, making them a valuable part of spending time together. To ensure senior users feel comfortable during gameplay, it's important for game designers to consider the specific characteristics of this group and avoid stereotypes. At GDC 2024, game designer Bob de Schutter and AARP Senior Director Maura White discussed the challenges of game design for people over 50 and proposed possible solutions. Skillbox Media's Gamedev editorial team shares the experts' key insights. Given age-related changes such as declining vision and motor skills, game interfaces and mechanics must be adapted to improve accessibility and usability. Furthermore, it's important to create content that is engaging and relevant to mature audiences, taking into account their preferences and life experiences. An effective approach to game design for older generations can significantly expand the market and attract new audiences.
Briefly about the speakers, the AARP organization and the topic of the report as a whole

Experienced A marketing specialist and senior director at the American Association of Retired Persons (AARP), he is responsible for the strategic development of AARP's gaming division and its community. In his role, he implements innovative marketing strategies aimed at attracting and retaining members, as well as expanding opportunities for active leisure and social engagement among retirees.
Mora has been playing mobile games and online portals for ten years. Considered a novice casual gamer in today's marketplace, she represents a multi-million audience of users over 50. Her journey into the world of games began with mobile and browser applications, which became a fascinating way for her to spend time and learn new things.

Game designer, indie developer and researcher specializing in creating unique game worlds. I am the creator of Brukel, a game that draws attention to its originality and deep storytelling. My experience in game development allows me to experiment with new mechanics and approaches, creating engaging and memorable projects.
At Northeastern University in Boston, I am researching game design for older adults. This research led to the creation of Brukel, a game based on the memories of the developer's 92-year-old grandmother. In the game, she shares her experiences and events related to World War II. The developer is currently actively collaborating with Mora and participating in research conducted by AARP, which highlights the importance of creating games that foster interaction and the exchange of experiences between generations.
Bob de Schutter already addressed the important topic of game design for adult audiences in his GDC 2016 talk. This issue remains relevant today, as developing games for mature players requires a special approach and a deep understanding of their needs.
The American Association of Retired Persons (AARP) is a nonprofit organization founded in the late 1950s that focuses on the interests and needs of people over 50. AARP's primary goal is to identify and address the social, economic, and legal challenges facing senior citizens. The organization actively conducts research aimed at improving the quality of life for older adults and develops game design concepts that take into account the unique characteristics and needs of this age group. AARP plays an important role in advocacy and education, providing its members with information and resources to help them make informed decisions in various aspects of their lives.
Developers unfamiliar with the characteristics of an older audience may think that focusing on game design for people with disabilities is sufficient to create games for this group. However, this approach could exacerbate existing stereotypes about old age, negatively impacting the popularity and reach of games. Furthermore, not all specialized features meet the needs of users over 50. To create engaging and engaging games for this audience, it is necessary to consider not only physical limitations but also the psychological, social, and cultural aspects that influence the gaming experience.
The game design approach presented in Mora and Bob's report takes into account the age-specific characteristics, needs, and preferences of older adults. This contributes to the creation of games that are engaging and accessible to users of all ages. Using this approach increases the likelihood of successfully releasing projects aimed at a wide range of players, which is especially important in the context of the growing popularity of games among the older generation.
- Representing images of elderly characters without stereotypes
- Analysis of categories of players over 50 years old
- Mindful play instead of simplifying the gameplay
- Conducting tests with players over 50 years old
- Integrating accessibility features taking into account the specifics of input, as well as cognitive and audiovisual features
- Advance planning of accessibility features in the project
- Developing a concept taking into account the strengths of older people
- The presence of representatives of the older generation in the studio

An experienced marketer and senior director of the American Association of Retired Persons (AARP), who is responsible for the development of the gaming division and its active community. His responsibilities include creating strategies for audience expansion and user engagement, which contributes to the growth of AARP gaming initiatives.
Mora has been playing games on mobile devices and online portals for ten years. Although considered a casual gamer by today's standards, she represents a multi-million-strong audience of players over 50. Her introduction to gaming began with mobile and browser apps, opening the door to exciting leisure activities and new opportunities for social interaction. Mora demonstrates that games can be fun and accessible to people of all ages, promoting skill development and cognitive enhancement.

Game designer, indie developer, and researcher specializing in creating unique gaming experiences. I am the author of the game Brukel, which stands out for its original approach to gameplay and deep storytelling. My work is aimed at exploring new ideas and concepts in the gaming industry, which allows us to create engaging and memorable projects.
At Northeastern University in Boston, I study game design aimed at older adults. As part of this work, I developed the game Brukel, based on the memoirs of the author's 92-year-old grandmother, who shares her experiences during World War II. He is currently actively collaborating with AARP, making significant contributions to research aimed at improving the quality of life of older people through innovative gaming solutions.
What problems do players over 50 face?
AARP began collecting data on the segment of players aged 50 and older in 2015. According to this organization's statistics and other industry research, there are more than 52.4 million gamers over 50 years old in the United States. This segment continues to grow every year, which is explained by the natural process of population aging. Interestingly, older gamers are becoming increasingly active in the gaming industry, which opens up new opportunities for developers and marketers.
This age group has significant economic potential, capable of generating approximately $8 trillion annually. If considered as an independent country, this segment would rank third in the global economy, behind only the United States and China. This underscores the importance of considering the needs and interests of this group in economic policy and business strategies.
In 2016, Bob predicted an increase in gamers over 50, and current AARP data confirms his predictions. This indicates a significant increase in interest in games among this age group.

Plotting a dotted line through the 50+ demographic shows that the current state of this segment has changed little since Bob's predictions eight years ago. While slight fluctuations are expected in the future, the overall number of gamers over 50 will continue to grow. Bob and Maura suggest that this number could double within the next 10-20 years. Thus, changing demographics and interest in active gaming among this age group will have a significant impact on the market.
The question of developer readiness for such a scenario is becoming increasingly important. In a rapidly changing technological landscape and new user demands, it is important for developers to be prepared to adapt to these changes. Preparing for possible scenarios requires not only technical expertise but also flexibility in development approaches. Development teams are expected to actively monitor trends and innovate to effectively address new challenges. Being prepared for such changes can be a key factor for success in a competitive environment.
Many people over 50 already note that modern video game design does not take their needs into account. One participant in a survey conducted by researchers shared his opinion on this matter.
I play video games about three times a week, but I don’t spend much time playing them. I was interested in games since childhood, but as a teenager, I began to pay less attention to them, unlike many children today. With age, my interest in games completely disappeared.
I don’t find a reflection of my interests and experiences, nor the experiences of my peers, in modern video games. Game creators seem to focus mainly on the younger generation, leaving other players on the sidelines. If developers created games that took into account the needs and preferences of an older audience, I would enjoy playing them more often.
Ketrick, male, 53.
This is an excerpt from an interview with a man who, despite his age, continues to appreciate video games. Bob emphasizes that during the conversation, the interviewee often reminisced about his childhood spent playing games, and thanks to this, he understands why his daughter is interested in gaming. However, Ketrick also notes that the gaming industry does not always meet the needs of people of his generation.
According to AARP data, the majority of gamers over 50 share the opinion on the importance of adequately representing older characters in video games. These requests concern not only the game design of modern games but also how the image of older people is reflected on screen. Approaches to character creation, their characteristics, and roles in games play a key role in attracting older audiences and shaping a positive image.
How to Represent People Over 50 in Games
For a humorous approach, consider the sorceress Yennefer from The Witcher series, whose biological age, according to the works of Andrzej Sapkowski, exceeds 90 years. Another example is the 117-year-old Link from The Legend of Zelda: Breath of the Wild. In both cases, the characters' remarkable youthfulness despite their advanced age is explained by their unique lore: Yennefer acquired a new body through magic, while Link spent a hundred years in the Sanctuary of Life on the Great Plateau. These characters are striking examples of how fantasy allows for the creation of unusual plots and images, prompting reflection on time and its impact on the characters' lives.
In the world of video games, characters over 50 often fall into three main types, which can be seen in various game projects. While these characters are often depicted as grandmothers, it's worth remembering that games also feature many grandfathers with similar personality traits. These images bring depth and variety to the plot, and also allow players to see more mature and multi-layered characters, which contributes to a more complete perception of the game world.

Бабушка-наставник — это неигровой персонаж, который играет важную роль в игровом процессе. Она нуждается в помощи и предлагает игроку рутинные задания, которые помогают погрузиться в игру. Этот персонаж делится ценными советами и иногда обучает игрока необходимым навыкам, что является важной частью игровых туториалов. В рамках сюжета с бабушкой могут развиваться ключевые события, которые мотивируют главного героя отправиться в захватывающее приключение. Таким образом, бабушка-наставник не только помогает игроку освоиться, но и служит связующим звеном между началом игры и основным сюжетом.
Игра The Legend of Zelda: The Wind Waker является одной из самых известных частей знаменитой серии. Выпущенная на консоли Nintendo GameCube, она предлагает уникальный стиль графики, вдохновленный анимацией и акварельными картинами. Игроки погружаются в обширный открытый мир, исследуя моря и острова, решая головоломки и сражаясь с различными врагами. Главный герой, Линк, отправляется в приключение, чтобы спасти свою сестру и противостоять злому Ганондорфу. The Wind Waker выделяется не только своим визуальным стилем, но и захватывающим игровым процессом, который включает элементы морского путешествия и исследования. Эта игра оставила значительный след в истории видеоигр и продолжает привлекать внимание новых игроков благодаря своей оригинальности и увлекательному сюжету.
Экшен-бабушка – это образ решительной пожилой женщины, часто вооруженной и готовой к действию. Несмотря на свои годы, этот персонаж демонстрирует удивительную выдержку и порой выдающуюся физическую силу. Сцены с участием таких героев обычно обладают комедийным эффектом, что делает их особенно запоминающимися. Экшен-бабушка становится символом силы духа и безрассудства, показывая, что возраст не является преградой для активной жизни и смелых поступков.
Примеры популярных видеоигр включают Watch Dogs: Legion и Atomic Heart. Эти игры привлекают внимание игроков своим уникальным игровым процессом и разнообразием возможностей. Watch Dogs: Legion предлагает игрокам возможность управлять различными персонажами в открытом мире Лондона, что создает уникальный опыт взаимодействия с окружающей средой. Atomic Heart, в свою очередь, погружает игроков в альтернативную реальность, полную загадок и опасностей, с акцентом на элементы научной фантастики и шутеров от первого лица. Оба проекта представляют собой яркие примеры современных трендов в игровой индустрии, сочетая захватывающий сюжет, высококачественную графику и инновационные механики. Если вы ищете новые игры для знакомства, эти два проекта станут отличным выбором.
A horror granny is a character that evokes fear and horror. She is often depicted as an aggressive, disfigured old woman, disfigured by mutations or mutilations. Such images appear in various horror genres and become a symbol of anxiety and unease. A horror granny can be associated with dark secrets and disturbing memories, which enhances the atmosphere of dread. This character embodies the fear of old age and loss of control, making her especially eerie for viewers.
Resident Evil 7 is a gripping horror action game that has become a landmark for the series. The game returns to the franchise's roots, inviting players to immerse themselves in an atmosphere of horror and survival. Resident Evil 7 uses a first-person perspective, heightening the sense of presence and dread. Players will explore an eerie house full of mysteries and monsters, solving puzzles to survive and uncover the secrets hidden behind the dark story. The graphics and sound create a tense atmosphere, allowing players to feel like they're at the center of the action. Resident Evil 7 marks a milestone in the survival horror genre, introducing new gameplay elements while maintaining the spirit of the original games in the series.
The use of stereotypical imagery in games doesn't always indicate low quality, but it's hardly a positive trend. Some players prefer to see younger, more idealized versions of themselves in characters, while others seek more realistic and believable images that reflect the aging process and life's transformations. Players over 50, like other age groups, are interested in seeing their age group adequately represented in video games. This underscores the importance of diverse and realistic characters in the gaming industry, which can attract a wider audience and contribute to the creation of deeper and more meaningful game narratives.
Bob emphasizes that the indie segment is seeing positive changes in the fight against stereotypical imagery. This reflects a growing awareness and desire for diversity, making indie games more inclusive and reflective of a wider range of human experiences. Progress in this area is important to create more equitable and diverse content that can appeal to a variety of audiences.

Film has undergone significant changes over the past three decades, particularly with regard to older actors. Julia Roberts, Morgan Freeman, Salma Hayek, Tom Cruise, Meryl Streep, and other Hollywood celebrities who have reached 50 continue to actively act and attract audiences. However, 30 years ago, the situation in the film industry was radically different, and many older actors faced limited opportunities. Changes in the perception of aging and the age of actors have opened up new horizons for creativity and diversity in films, allowing for more mature and profound characters.
In the 1990s, AARP discovered that their audience was interested in film, but films with older leads were limited in release. In response, the organization initiated the Movies for Grownups project, which focuses on films that could interest viewers over 50. AARP also established its own award to recognize outstanding work in the film industry aimed at this age category.
Thanks to the AARP's long-standing work, the situation in the film industry for older actors has improved significantly. While in 1994 only two people over 50 were nominated for an Oscar, by 2024 that number had increased to 18. In 2023, 60-year-old Michelle Yeoh and 64-year-old Jamie Lee Curtis won awards for their outstanding roles in Everything, Everywhere. These changes highlight the growing value of the experience and talent of older actors in modern cinema.
There are many examples in cinema where characters age along with the actors, which is justified by the plot. A prime example is the film Top Gun (1986), starring Tom Cruise. In the sequel, Top Gun: Maverick, his character becomes an instructor, creating a unique connection between the past and the present. The first film emphasized the strong friendship between pilot Peter Maverick Mitchell and his friend Nick "Goose" Bradshaw. However, the screenwriters faced the difficulty of continuing this storyline after Goose's death. The second film introduces Bradley, also known as Bully, Nick Bradshaw's son, who becomes Maverick's apprentice. Cruise's character experiences deep guilt over his comrade's death, and as the story progresses, Bradley begins to blame him for it. This conflict formed the basis for a strong script, and the image of an aging pilot added additional depth and drama to the story.

An example of the natural aging of actors and their characters can be seen in the Harry Potter film saga. This series of films demonstrates how the characters change and develop over time, reflecting the aging process. It is also worth noting that in the last ten years, films starring Tom Hanks have served as an excellent example of portrayals of people over 50. These portrayals show how maturity and experience give characters depth and layering, allowing viewers to better understand their inner world and life's challenges.
For many people today, age has become just a number. Even in sports with traditional age restrictions, outstanding athletes such as LeBron James in basketball, Tom Brady in American football, Novak Djokovic in tennis, Alexander Ovechkin in hockey, and Diana Nyed in swimming have successfully overcome stereotypes and continue to achieve significant success. Overall, more and more people over 50 are actively participating in professional activities and maintaining physical fitness, demonstrating that age is not a barrier to achieving goals and new heights.
In real life, not all representatives of the older age group are seen as helpless, caricatured, or aggressive, as is often depicted in games. These stereotypes require rethinking. It is also important to consider the interests and preferences of the older audience. To do this, it is necessary to better understand their motivations and needs, which will help create more accurate and attractive images in game content.
What is a gamer over 50?
Before you begin attracting the attention of an audience over 50 to your project, it is important to understand the characteristics of this segment. People in this age group have unique interests and preferences that must be taken into account for successful engagement. Understanding their needs and desires will help you create a more targeted and effective approach to advertising and content, which in turn will increase the likelihood of your project's success.
In 2023, AARP identified several categories of gamers.
- "Habitualist" (15%). A casual player who prefers card games and puzzles. He plays when he needs something to do, or just to keep his brain active.
I don't consider myself a gamer, as I play video games quite rarely. I usually launch games when I'm bored or when I'm in a waiting room and looking for a way to pass the time. At such times, video games become great entertainment for me, allowing me to take my mind off things and spend time in an interesting way.
Ketrick is a 53-year-old man who represents the typical "habitualist" in his field. His experience and knowledge may be limited, but he has a desire to learn and is open to new ideas. Despite his lack of professional training, Ketrick actively participates in discussions and strives to expand his horizons. His approach to life is based on curiosity and a desire to understand the world around him. Thus, Ketrick exemplifies how an interest in new things can overcome a lack of experience.
- "Mainstreamer" (35%). In many ways, this is similar to the "Dilettante," but in addition to entertainment and maintaining brain activity, they are interested in more complex challenges that require erudition or specific skills. Therefore, word games are popular among players in this category.
I have several games on my smartphone. I don't consider myself a gamer, but I use them as a way to relieve stress or keep my hands busy. I play games every day, for example, I launch a digital coloring book. During the day, while watching TV or riding public transport, I might play a game of solitaire or solve crosswords. I enjoy games that are fun and easy to learn but still offer some challenge.
Katie, a 71-year-old woman, is a typical "mainstreamer." She is actively involved in social activities and is interested in current trends. At her age, Katie continues to keep up with current events and topics of discussion, making her representative of her generation. Her views and preferences reflect the general interests of women her age who strive to stay informed and maintain an active lifestyle.
- "Indulgent" (23%). For him, games are a way to relax and reduce stress. At the same time, the range of games is still quite casual: gambling, card games, word games. "Indulgent" people sometimes tend to feel guilty about spending time playing games.
I usually spend about an hour a day playing games when I feel like I need a break. I mainly play card solitaire and mahjong of various types and styles. Sometimes I choose the 3D versions of these games, which offer a greater level of difficulty. The advantage of these games is that I can easily start or stop a game at any time without losing my progress.
Craig, 66, describes himself as a person who satisfies his desires and needs. He actively adheres to the philosophy of self-knowledge and self-improvement, striving to live in harmony with himself. Personal hobbies and caring for his own well-being play an important role in his life. Craig believes that everyone should find time for themselves and their interests, which contributes to overall happiness and satisfaction.
- "Enthusiast" (19%). He loves games, but usually allocates a limited amount of time for them - either in the morning or in the evening. He stands out from other players in his age group due to his genre preferences. He particularly enjoys action-adventure and narrative-driven games, as well as games that can be played with family and friends.
I enjoy a wide variety of games, including puzzles, first-person shooters, 2D side-scrollers, and fighting games. I have several games from each of these genres in my collection. I consider myself a gamer and play on both the Xbox One and Wii consoles. I have been playing Xbox consoles for twenty years, and I have an account. Microsoft offers free games to users, which significantly increases brand loyalty.
Miguel, 59, is an active enthusiast who always seeks new knowledge and experiences. His interests cover a wide range of topics, including technology, culture, and travel. Miguel believes in the importance of continuous self-improvement and shares his experiences with others, inspiring them to new achievements. His outlook on life and energy make him an engaging conversationalist and a valued friend.
- "Immersion Lover" (7%) The most gaming-oriented audience segment. They enjoy all genres of video games, including MMORPGs and multiplayer shooters.
I consider myself a gamer. I built a computer solely for gaming because video games are an important part of my life. I play every day and can't imagine my life without this hobby. I especially enjoy the world-building aspect of my current game: the ability to create unique characters, develop their abilities, and influence the course of their story. Video games not only entertain but also allow you to immerse yourself in exciting stories and interact with other players.
Video games should be an important part of everyone's life, regardless of age. Interest in games can only deepen with age, and adults are the ones who can pass on valuable lessons to younger generations through gameplay. Games develop thinking, strategic skills, and have the power to bring people together, creating unique moments of interaction. It's important to understand that video games aren't just entertainment, but also a learning and sharing experience.
Danielle, 55, is a passionate diver. She actively explores the underwater world and enjoys the beauty of the ocean. Danielle considers diving not only a hobby but also a form of self-expression. Her experience and skills allow her to safely explore various marine ecosystems, discovering amazing species and unique places. For her, diving is an opportunity to escape the hustle and bustle of everyday life and enjoy the tranquility of the underwater world, where each dive brings new discoveries and experiences.
Classifying gamers by genre preference is arbitrary, as it is difficult to categorize individuals. A person's worldview and interests change throughout life, and gaming preferences can become more diverse with age, especially after 50. However, statistics reveal certain trends that game developers should consider when creating new projects. This understanding helps us better understand audience needs and develop more engaging gaming products.
The more passionate a person is about games, the more they are willing to spend on them. Financial expenditures are directly related to the player's preferred game genre. Different genres offer a variety of mechanics and unique gaming experiences, which influences the desire to invest in them.

The infographic shows that the "Enthusiasts" and "Immersive Players" categories significantly outspend other groups. Together, they account for 45% of total spending, despite representing only 26% of the total gaming audience over 50. This underscores the importance of these groups to the industry, as their financial activity significantly impacts the market.
The chart illustrates player activity across various platforms in 2016, 2019, and 2022. Data analysis reveals changes in user preferences and trends in the gaming industry over these years. This can help developers and marketers better understand player behavior and adapt their strategies.

Сравнение с 2016 годом показывает значительный рост популярности игровых платформ. Смартфоны стали лидерами с 84% опрошенных, играющих в мобильные игры. ПК-игры удерживают вторую позицию с высоким показателем в 53%. Интерес к игровым консолям увеличился почти вдвое. Появление XR-устройств привлекло внимание к категории «Другое», хотя она всё ещё остается малочисленной. Ситуация аналогична и в сегменте портативных устройств. Однако эксперты отмечают, что показатели этой категории могут значительно вырасти с выходом актуальной статистики по использованию Steam Deck.
Исследование предпочтений жанров среди людей старше 50 лет показывает, что они по-прежнему отдают предпочтение карточным играм, головоломкам и викторинам. Однако к 2022 году наблюдается снижение популярности викторин. В связи с ростом интереса к браузерной игре Wordle исследователи выделили жанр словесных игр, который привлекает 36% опрошенных. Это подчеркивает изменения в игровом предпочтении старшего поколения и открывает новые возможности для разработчиков игр.

Эти данные помогают анализировать изменения в предпочтениях пользователей, а также позволяют сравнить демографическую группу старше 50 лет с группой игроков в возрастной категории от 40 до 50 лет. Такой анализ способствует более глубокому пониманию потребностей и интересов разных возрастных групп в игровой индустрии.

Некоторые жанры, такие как ролевые игры и спортивные симуляторы, отсутствуют в рейтинге предпочтений из-за их низкой популярности. Однако эти жанры остаются востребованными среди пользователей в возрасте 40–50 лет. Это указывает на то, что в будущем около 10 миллионов человек могут присоединиться к уже существующей аудитории любителей этих жанров старше 50 лет. Кроме того, среди игроков в возрасте 40–50 лет наблюдается большая доля «Энтузиастов» и «Любителей погружения», что подтверждается их жанровыми предпочтениями. Таким образом, несмотря на общую тенденцию, интерес к определенным играм в старших возрастных группах продолжает расти, что открывает новые возможности для разработчиков и маркетологов в игровой индустрии.
Мотивация людей старше 50 лет к игре часто связана с поиском развлечения и способом избежать скуки. Однако этот вид досуга также служит средством для расслабления, уменьшения стресса и поддержания умственной активности. Игры помогают преодолевать трудности и могут быть эффективным инструментом в борьбе с тревогой, связанной с естественными процессами старения. Важно отметить, что активное участие в играх способствует не только улучшению настроения, но и поддержанию когнитивных функций, что делает их ценным элементом досуга для пожилых людей.

Общие показатели мотивации пользователей в возрастных категориях «40–50 лет» и «старше 50 лет» демонстрируют небольшие различия, а в некоторых случаях они практически совпадают. Данные, представленные на инфографике ниже, подтверждают этот факт.

There is significant interest in video games in the 40 to 50 year old age group, With an emphasis on immersion (48%) and storylines (42%), highlighting a strong passion for adventure and action RPGs. Socializing with friends (39%) and family (47%) is also a significant motivator for players, along with childhood nostalgia and a passion for classic games (33%). These factors suggest that adult gamers value not only gameplay but also the social aspects that make video games an important part of their lives.
A significant decline in interest in maintaining brain function is observed only in three key age groups. In particular, among gamers aged 40–50, there is less interest in this topic. However, the 63% figure indicates that the issue of cognitive health is already beginning to attract attention. Typically, people begin to actively care for their health only when they experience obvious signs of aging. This highlights the importance of early recognition of the need for brain care to prevent potential negative consequences in the future.
Although people in their 40s and 50s currently show less interest in brain-enhancing games, they are likely to become active players of such games in the future, just like their predecessors. Bob suggests that this target audience will be able to carry their love of games of other genres into the next stage of life and maintain the same motivation for mental activities. Therefore, the development of brain-enhancing games may attract the attention of this group, which will be an important step towards improving their cognitive function and overall quality of life.
Developers play a key role in game design, and their input can significantly impact the success of a game project. They can help create unique game mechanics while ensuring high performance and stability of the application. It is important that developers consider the needs of players and collaborate with game designers at all stages of development. This collaboration enables the creation of engaging and intuitive gameplay experiences that attract and retain users. Furthermore, developers can incorporate innovative technologies such as artificial intelligence and machine learning, opening up new possibilities for game design and improving the overall player experience. Effective collaboration between developers and game designers is therefore essential for creating successful and in-demand games.
I don't consider myself a gamer, as I rarely play video games. I usually play them when I'm bored or when I'm in a waiting room looking for a way to pass the time. For me, video games are a way to have fun and unwind, but not my primary passion.
Ketrick is a 53-year-old man with experience as a "Dilettante." His interests and hobbies span a variety of fields, making him a unique individual. At 53, he has accumulated a wealth of life experience that allows him to approach various issues from a unique perspective. Ketrick strives to develop and discover new horizons, whether it's through hobbies, studies, or social interactions. His approach to life and hobbies inspire others and promote the exchange of knowledge and ideas.
I have a few games on my smartphone, but I don't consider myself a gamer. For me, it's more of a way to cope with stress and pass the time. I play games every day, launch a digital coloring book, and when I watch TV or commute, I play solitaire or do crosswords. I enjoy games that are engaging and easy to learn, yet challenging enough to be a challenge.
Katie, 71, is a prime example of a mainstreamer. She is actively interested in current trends and world events. Despite her age, Katie continues to follow current news and participate in public life. Her hobbies and proactive attitude make her an interesting conversationalist, able to maintain a conversation on a wide range of topics. Katie demonstrates that mainstream gaming can be accessible and engaging for people of all ages, and that life experience can enrich one's understanding of current trends.
I typically spend about an hour a day playing games when I feel the need for a break. I most often play card games like solitaire and mahjong in various styles and formats. Sometimes I prefer the 3D versions of these games, which offer greater challenge. The main advantage of these games is the ability to start or end a game at any time without losing your progress.
Craig, a 66-year-old man, lives by the principle of "self-indulgence." He actively seeks ways to enjoy life, focusing on his own interests and desires. His approach to life reflects a desire for self-actualization and self-fulfillment. Craig believes in the importance of finding time for himself, pursuing his favorite hobbies, and following his passions. This lifestyle allows him to maintain inner balance and stay energetic. Following the "self-indulgence" principle helps him not only enjoy each day but also develop as a person.
I enjoy various gaming genres, including puzzles, first-person shooters, 2D side-scrollers, and fighting games. My collection includes games from each of these genres. I consider myself a true gamer and prefer to play on Xbox One and Wii consoles. Xbox consoles have been with me for two decades, and I have an active account. Microsoft offers free games to its users, which contributes to brand loyalty and makes the gaming experience even more exciting.
Miguel, a 59-year-old man, is a true enthusiast. His hobbies and interests span many areas, which makes his personality bright and multifaceted. He is actively involved in various events and projects, striving to share his knowledge and experience with others. Miguel inspires and motivates people around him, being a living example of how to approach life with optimism at any age. His energy and drive for self-improvement make him a prominent figure in the community.
I consider myself a gamer. I built a computer solely for gaming. Video games are a big part of my life, and I can't imagine being without them, playing them every day. I especially enjoy the world-building aspect of the current game: the ability to create characters, develop abilities, and influence the course of your story. Video games are not only entertaining, but also allow you to immerse yourself in captivating stories and expansive worlds.
Video games should be a part of everyone's life, regardless of age. As we age, it becomes easier to pass on experiences and knowledge to younger generations by using games as a teaching tool. Games are not only entertaining, but also promote skill development, critical thinking, and teamwork.
Danielle, a 55-year-old woman with a passion for scuba diving, actively scuba dives and explores the underwater world, finding great joy and an opportunity for self-expression in it. Diving has become more than just a hobby for her; it's a way to connect with nature, gain new experiences, and discover new horizons. Her diving expertise allows her to share her knowledge with other underwater enthusiasts and inspire them to pursue new adventures.
Game Design for an Age-Rich Audience
There are many stereotypes about game design aimed at an audience over 50. These preconceptions can make it difficult to create games that are suitable for this age group. Many believe that older gamers are uninterested in video games or incapable of mastering them. However, the reality is quite different. Gaming among people over 50 is growing, and game designers should consider their interests and preferences. It is important to develop intuitive interfaces and engaging content that will meet the needs and expectations of this audience. Successful games for older players can not only entertain but also promote cognitive skills and social engagement. It's also important to consider that older players may appreciate a slower pace and storylines that evoke an emotional response. Understanding these aspects will help create high-quality and in-demand products for this target audience. Myth #1: Games should be simple or simplistic. In fact, players over 50 seek challenge and complexity in games. According to statistics, 74% of them cite this as their primary motivation. Therefore, there's no need to simplify gameplay or slow down its pace. On the contrary, creating complex and engaging games can attract this audience, making their experience more intense and interesting. Myth #2: Some believe that game design with specific gameplay specifics requires significant financial investment. While costs are inevitable during development, they can be minimized if new features are considered during the project planning stage. Addressing these aspects early on will help avoid additional costs and make the development process more efficient.
Myth #3: Games for people over 50 don't appeal to younger audiences. Bob notes that during his work in Belgium, he often saw board games labeled "7 to 77 years old." This emphasizes that a game with a high-quality concept can appeal to players of all ages. In fact, board games have the power to unite generations by offering engaging experiences and opportunities for interaction.
In this case, the game designer's job is to create a meaningful and engaging game. This approach is similar to the development of other projects where logic and structure are important. Game designers must consider aspects of gameplay, player interaction, and story to ensure an engaging and memorable experience. A quality game requires careful attention to detail to create a harmonious combination of all elements, which ultimately affects the success of the project.
The concept of "meaningful" play is discussed in the book "Rules of Play: Game Design Fundamentals" by Katie Sahlin and Eric Zimmerman. This definition accurately reflects the interests of an audience over 50, for whom games take on new meaning based on extensive life experiences. In this age group, players seek not only entertainment but also the opportunity for deep interaction, self-expression, and analysis. They value games that stimulate thinking and allow them to apply acquired knowledge, which makes the gameplay more rich and meaningful. Thus, meaningful play becomes a tool for social connection and self-realization, which is especially important for people over 50.
Players actively bring elements from real life into video games, including their expectations, likes and dislikes, and social interactions. This highlights how video games act as a mirror for society and culture, reflecting the opinions and feelings of those who play them. The interconnectedness between the gaming experience and the personal experiences of players cannot be ignored, making each game a unique reflection of their inner world and sociocultural context.
"The Rules of the Game: Fundamentals of Game Design" is an excerpt from the book by Katie Sahlin and Eric Zimmerman, Chapter 9. In this chapter, the authors examine the key aspects of game design, focusing on the principles that shape engaging and balanced gameplay. They explain the importance of game mechanics, player interaction, and creating an immersive experience. They also discuss testing and feedback methods that help developers refine and adapt their ideas. Katie Sahlin and Eric Zimmerman emphasize that understanding the needs and expectations of the audience is critical to successful game creation. These principles remain relevant for developers striving to create high-quality content in the video game industry.
Meaningful play promotes our interaction with the world around us and personal development. This concept covers not only the question of whether games are worth playing, but also how to make the gaming experience more meaningful. To create a meaningful game, it is important to consider the interests and needs of the target audience. Listening to player opinions helps develop more engaging and useful content that enriches the gaming experience and promotes skill development.
Features of Testing to Identify Player Needs
When developing a game design for an audience over 50, player engagement is a key aspect. It is recommended to gather a group of ten people in this age group, half of whom consider themselves gamers and the other half do not. Invite them to play your game and carefully observe their reactions. Pay attention to what they like, as well as their behavior when faced with difficulties. This experiment will help identify hidden problems and new opportunities for improving the gaming experience. By considering the characteristics of this age group, you can create a more appealing and accessible product that meets their interests and needs.
During testing, users over 50 often encounter certain difficulties due to interface flaws. Mora notes that on the AARP online casual games portal, when full-screen mode was added, the need for a 150% scaling feature was overlooked. This setting is one of the most requested by the over-50 audience. As a result, players began to complain about a smaller playing field and an increased space allocated to advertising banners. However, this issue was quickly resolved, which positively impacted the user experience.
After updating the interface of the same platform, players began to complain about issues with session exits. It turned out that on laptops, the menu area was excessively large compared to the playing field, causing users to accidentally click the wrong button, which led to a transition to another portal page. This highlights the importance of testing the game's display on all devices before release to avoid such misunderstandings and ensure a comfortable gaming experience for all users.
When testing, it is important to pay attention to sound quality. According to statistics, about one-third of the US population over 65 experiences hearing loss. In Russia, the number of people with hearing loss may exceed 13 million. Hearing deterioration often occurs gradually, and people are not always aware of the changes. High frequencies are usually the first to be lost, making it difficult to hear telephone calls and female voices. These aspects must be taken into account when developing sound design and recording character voiceovers to ensure that audio content is accessible and comfortable for a wide audience.
Accessibility Integration
All of these examples highlight the importance of accessibility and the importance of appropriate settings. A recent AARP study found that accessibility is a key factor influencing the quality of life and independence of people with disabilities. The study's findings confirm that proper settings can significantly improve user interactions with technology and information, providing them with a more comfortable and secure environment.

AARP conducted a survey among its members to identify the main difficulties players face while playing, as well as to learn how developers can improve the gaming experience. The survey results are divided into three main groups, reflecting the opinions of the participants.



Результаты опроса в значительной степени соответствуют ожиданиям AARP. Участники отметили важность настройки элементов управления, возможности устранения отвлекающих факторов, регулирования темпа игры, изменения размера шрифта и функций, связанных с напоминаниями. Кроме того, были выявлены другие аспекты, которые затрудняют игровой процесс для этой аудитории. Эти факторы подчеркивают необходимость адаптации игр для более комфортного взаимодействия с пользователями, что может существенно улучшить их опыт и повысить вовлеченность в игру.
Некоторые участники опроса выразили желание видеть в играх функции отслеживания времени. Это необходимо для создания механизма, который поможет контролировать продолжительность игры и предотвратить чрезмерное времяпровождение. Такие функции могут стать полезным инструментом для игроков, стремящихся поддерживать баланс между игровым процессом и реальной жизнью.
Некоторые пользователи выразили желание видеть игры без рекламы и платной разблокировки контента. Эта современная модель монетизации не устраивает людей старшего поколения, так как они не привыкли к подобным практикам. Два десятка лет назад любой игрок мог разблокировать уровни или дополнительные возможности с помощью чит-кодов, что делало игровой процесс более доступным и интересным. В результате, многие геймеры сегодня стремятся к более традиционным подходам к монетизации, что подчеркивает необходимость изменения в игровой индустрии для удовлетворения потребностей различных возрастных групп.
Финальная инфографика иллюстрирует наиболее распространенные препятствия, с которыми сталкиваются люди старше 50 лет в процессе игры, согласно результатам опроса. Эта информация поможет лучше понять потребности данной возрастной группы и разработать стратегии для улучшения их игрового опыта.

Примечание является важным элементом, который может содержать дополнительную информацию, уточнения или предупреждения, касающиеся основного текста. При его использовании следует помнить о необходимости четкости и лаконичности. Примечания могут применяться в различных контекстах, таких как научные статьи, учебные материалы, инструкции и другие документы. Они помогают читателю лучше понять содержание, предоставляя дополнительные детали или ссылки на источники. Качественное оформление примечаний и их корректное использование способствуют повышению удобочитаемости и информативности текста.
The study found that only 1% of respondents, which is approximately half a million people, mentioned the lack of a color blindness mode. However, this data was obtained based on a survey of a group of people over 50 years old in the United States. Globally, color blindness affects approximately 8% of men and 0.4% of women. This highlights the importance of considering the needs of people with color vision deficiencies when developing interfaces and applications. Creating a color blindness mode can significantly improve the user experience for this category of users.
The volume of barriers in games is largely due to the fact that the majority of respondents are users who prefer casual games on mobile devices, where accessibility can be significantly limited. This highlights the importance of developing games adapted for a wide range of players, providing a comfortable gaming experience despite possible platform limitations.
The following graph shows statistics on the most requested features for users aged 40 to 49 and over 50, which will help improve the enjoyment of games. It is interesting to note that the ability to slow down the pace of the game did not take a leading position in this list.

There is a significant correlation between game genre and accessibility. Games with simpler gameplay require fewer accessibility adjustments. This explains the high percentage of users aged 40-49, among whom there is a higher proportion of "Enthusiasts" and "Immersive Lovers." Developing games with an emphasis on accessibility can significantly increase the interest and engagement of this age group.
Considering the needs of this age group during project development is key. While all accessibility features are important, when working on a limited budget, it is helpful to use a prioritized feature matrix. This will allow you to focus your efforts on the most significant elements that will provide the best user experience for this user group. Setting the right priorities will help you use resources efficiently and create a product that will meet the needs of an older audience.

Note #1 is an important element that can contain additional information or clarifications regarding the main text. It serves to highlight specific details that may be useful to the reader. Effective use of notes can improve comprehension and make the material more accessible. It is important to keep notes concise and informative, avoiding unnecessary information that could distract from the main topic. Properly formatted notes contribute to a better perception of the text and increase its value to the audience.
Slowing down the pace of a game does not mean simplifying it. This includes the implementation of special options and customizable features that facilitate the process of completing it. Such settings can help players better focus on strategy and learning game mechanics, making the gameplay more comfortable and accessible for different categories of users.
Note #2: In this section, we discuss important aspects related to the topic. Pay attention to key points that can have a significant impact on comprehension of the material. All information provided is relevant and can be used for further study. We recommend that you carefully read the presented facts and conclusions to gain a complete understanding of the issue under consideration.
For gamers aged 40–50, the ability to remap keys and buttons on gaming devices is likely more important than mouse or controller sensitivity settings. This feature allows for the creation of a comfortable and personalized gaming experience, which is especially relevant for this age group. The process of customizing controls can significantly increase comfort during gameplay and improve overall performance, allowing players to focus on strategy and tactics, rather than controls.
Game Design Taking into Account the Strengths of an Older Audience
Research shows that gamers over 50, despite common myths about declining interest in modern first-person shooters due to deteriorating reaction times, find success in other game genres. Bob believes that when developing high-tech projects, it is necessary to consider both the weaknesses and strengths of the target audience. Unfortunately, many game designers often overlook this important aspect when working with older gamers. Creating games that cater to the unique abilities and preferences of this audience can significantly increase their engagement and enjoyment of the gameplay.
Psychology distinguishes two types of intelligence: fluid and crystallized. Fluid intelligence is responsible for reaction speed, memory, and other abilities that facilitate logical thinking and the search for new solutions that go beyond previous experience. These skills peak at a young age, which explains the high percentage of teenagers among eSports athletes. Fluid intelligence plays a key role in success in dynamic and competitive fields such as eSports.
Crystallized intelligence is formed by the life experiences a person accumulates throughout their life. It includes not only vocabulary but also a broad knowledge base. In this regard, it is logical to assume that crystallized intelligence reaches its maximum in more mature age, when a person already has a significant amount of information and skills that can be applied in various situations.

Here are a few examples of AARP games designed with crystallized intelligence in mind. These games are designed to develop cognitive skills and help maintain mental alertness in older adults. They offer a variety of challenges that help improve memory, attention, and logical thinking. Each game is tailored to the audience's interests and needs, making them not only useful but also engaging. AARP games are ideal for anyone who wants to stay mentally active and enjoy learning and entertainment.
- Right Again! Trivia is a hybrid trivia and puzzle game on topics familiar to older audiences;
- Right Again! Trivia Sports is a similar game, but with a sports theme;
- Throwback Thursday Crossword — crosswords on themes from the seventies, eighties, nineties, and early 2000s;
- SongTheme — an online service for compiling collections of themed songs, supporting their addition to Spotify playlists.
Games with crystallized intelligence are widespread not only on specialized online platforms, but also in other formats. One striking example is the game Synonymy, voiced by the famous biologist Richard Dawkins. In this game, the user must connect two random words, creating a network of synonyms. This approach not only develops vocabulary but also helps improve associative thinking skills.
In the MMORPG The Secret World, now known as Secret World Legends, a significant portion of quests are based on puzzles. To successfully complete them, players need specific knowledge and a wide range of experience. These elements make the game unique and engaging, allowing you to immerse yourself in a world of complex tasks and intriguing plots.
As people age, their tendency toward introspection and reflection on life increases. The modern gaming industry has seen a surge of meditative games that explore these themes. Many of them are presented in the format of adventure games or walking simulators, but there are also projects based on more abstract concepts. For example, SoundSelf: A Technodelic asks players to create psychedelic images using their voice. This unique approach to meditation has received positive reviews, with users citing it as an effective way to relax and gain insight. Such games are becoming an important tool for those looking for a way to deepen their inner reflection and improve their psycho-emotional state.

The plot of the game Brukel is based on the memories of Bob's grandmother, narrated by her. Modern technology allowed the developer to preserve this significant story from her loved one's life and transform it into an interactive experience. This makes the game appealing to players of all ages, offering a unique immersion into personal and touching moments.

Altruistic behavior is observed in many people over 50, which can be taken into account when creating educational games related to science. For example, the online game Foldit allows players to fold protein molecules using various methods, which has led to the discovery of new protein folding models. Scientists have been trying to obtain some of these models for many years. The developers of Foldit emphasize that a significant portion of their audience consists of people over 50, which demonstrates the importance of engaging this age group in scientific research through gaming formats.
Emotional maturity is expressed in games with deep narratives that cover both global and personal themes and include complex moral choices. Such projects are quite common in the gaming industry, attracting players with their spectacular and sometimes provocative plots. These games include interactive films and TV series, which provide unique interaction experiences and allow players to explore various aspects of human nature and morality. These projects are becoming an important tool for understanding complex life situations and expanding the horizons of emotional perception.
Research confirms that people over 50 become more selective in their social interactions and prefer to spend more time with family. This creates opportunities for game developers, offering a variety of entertainment options. For example, cooperative games like It Takes Two allow players to interact with each other, fostering collaboration and communication. Also popular are collaborative dance games like Just Dance Now, where a smartphone is all that's needed to track movements. These formats help strengthen family ties and provide an opportunity to spend time together.

In recent years, there has been A trend is that older adults are increasingly playing multiplayer games. Although their activity in this area still lags behind that of younger people, interest in virtual interaction and cooperative gaming is growing. Multiplayer games are becoming attractive to the older generation as they promote socialization and cognitive development. This phenomenon highlights the importance of games as a means of maintaining an active lifestyle and socializing in modern society.

Game designers looking to attract older audiences to their projects need to focus on strengthening motivation for cooperative play across different generations. It is important to consider the interests and preferences of older generations by creating mechanics that promote interaction and communication. This can include elements that evoke nostalgia, as well as tasks suitable for cooperative completion. Effective integration of such aspects will not only help increase engagement but also create a unique gaming experience that promotes interaction between players of different ages.
Attracting People Over 50 to the Workforce
According to US labor force data, the core workforce, highlighted in red, includes people between the ages of 25 and 54. However, in the segment of the gaming industry, highlighted in blue, there is a predominance of workers between the ages of 25 and 44. This information highlights the importance of age group in the context of the workforce and the specifics of the gaming industry market.

In the gaming The industry is experiencing a shortage of professionals aged 50 and older. According to expert Mora, developers should actively attract such professionals to their studios. This will allow them to better understand the needs and preferences of older audiences and adapt games to this market segment. Given the growing number of older players, integrating their experiences and perspectives can significantly improve the quality and diversity of gaming products.
Conclusion
The speakers emphasize that their approach to gaming still requires refinement and may be revised in the future to accommodate new generations. Nevertheless, video games promote relaxation, stress reduction, creativity, social connections, and mental stimulation. All of these aspects are important for maintaining health and longevity. Thus, video games can be a significant factor in promoting healthy aging.
If you are considering developing a game that will appeal to both younger and older players, it is important to consider several key aspects. First, you need to create an intuitive interface that will be convenient for all age groups. Second, you should pay attention to the story and game mechanics that will be interesting and engaging for a wide audience. It is also important to ensure that the content is accessible and offer different difficulty levels so that players can choose the option that suits them. By taking these nuances into account, you can create a game that will be interesting and attractive to players of all ages.
- Any of the features listed in the report will only be a plus. Even if you cannot follow all the speakers' recommendations, individual features are better than nothing.
- The sooner you start implementing them, the better. It is advisable to plan for them at the start of development.
- Avoid stigmatizing players over 50. Эта аудитория так же разнообразна, как более молодая.
- Уделяйте внимание сильным сторонам игроков. Несмотря на старение, игроки старше 50 лет всё ещё способны адаптироваться и совершенствовать навыки.
- Не упрощайте геймплей намеренно. Игроки старше 50 лет хотят интересных испытаний так же, как и люди в любом другом возрасте.
- Контекст имеет значение. Молодые игроки чаще меняют предпочтения, но к старшему возрасту многие формируют своё отношение к жанрам и играм в целом, а также знают, зачем они играют. Игры должны вписываться в их видение.
- Рынок динамичен. Адаптация к новым технологиям происходит как среди молодёжи, так и среди пожилых потребителей.
AARP представила брошюру, которая служит полезным руководством для разработки игр с учётом особенностей возрастной аудитории. Для скачивания документа в формате PDF требуется регистрация на официальном портале.
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