In this review of literature, we have found that digital games can support social connection and reduce loneliness for some older adults, especially when facilitated through meaningful interaction, when physical and cognitive engagement are combined, and when seniors are supported by digital literacy training through human contact.
Moderators such as usability, motivation, and access to technology shape who can benefit under what conditions.
What types of games and what is the purpose behind game play?
social interaction and support (Yue et al., 2025
older adults' values and expectations for online socializing games (Janssen et al., 2023
social gaming apps (Chatel et al., 2024
review of digital games and loneliness, multiple game types (Jung & Yu, 2025
Mediators:
social interaction leads to perceived social support, which improves mood and loneliness (Yue et al., 2025; Jung & Yu, 2025)
meaningful communication, reciprocity, social connection (Janssen et al., 2023
Moderators:
user motivation
usability and design fit
stigma and self-identify as lonely
How physical activity and social play are combined in examples like Wii bowling, VR sports, and coordination games. Exergames improve physical health, cognitive function, and engagement. Social and co-play elements can reduce loneliness and boost enjoyment.
social exergames (Brox et al., 2011
VR exergames (Song et al., 2025
Information and Communication Technology (ICT) interventions using digital games as tools for therapeutic (or educational) intervention (Choi & Lee, 2021; Larsson et al., 2020
Mediators:
physical activity leads to better mood, self-efficacy
shared play leads to social connection, belonging
Moderators:
mobility, stability, cybersickness, complexity of hardware in VR games
availability in group settings or costs associated with home use
What conditions enable gameplay? How can seniors access and benefit from online games as a means of loneliness intervention?
Minge & Cymek (2025) identify that some seniors prefer gentle gamefication, while others find it childish, and that motivation and prior attitudes moderate responses.
Xia & Zhu (2025) identify that higher digital literacy is supported through self-management and stronger social/family support
Mangra (2023) highlights that seniors' digital skills are limited but growing and social supports can help seniors overcome the digital divide
gamified vs non-gamefied ICT training (Minge & Cymek, 2025)
digital literacy and older adults use of community services (Xia & Zhu, 2025
seniors experience with technology, support networks such as seniors day clubs (Mangra, 2023
Moderators:
digital literacy, comfort with technology
presence of human support by family, social workers, seniors day clubs
Mediators:
gender - women potentially more open to support and socializing (Mangra, 2023
age - potentially old-old age find communication and social groups confusing and anxiety-provoking (Mangra, 2023
Information and Computer Technology (ICT) interventions such as robots, platforms, specialized apps, and games tend to reduce loneliness and increase social participation, though evidence is mixed and still emerging.
systemic review of Information and Computer Technology (ICT) interventions (Choi & Lee, 2021
evidence map (Larsson et al., 2020
mobile serious game design (Sales de Carvelho & Ishitani, 2013
When designing for seniors, game design should consider usability and motivation. Seniors need to find meaning and understand the benefits of games while respecting their own autonomy and dignity.