The purpose of our environmental scan was to gather and interpret information on online gameplay behaviours among seniors and loneliness, to provide evidence to inform recommendations for Seniors and online gameplay. What evidence exists about older adults engaging with online games and its relationship to loneliness?
Using the PCC framework, this scan focuses on the population of older adults, the concept of loneliness and online gaming, and the context of digital mental health. Through this research-to-practice process, an environmental scan can help plan for the future, provide evidence of potential directions for an organization or program, raise awareness of risks or issues, or help initiate a new program.
How we searched for information.
We used a multi-modal search strategy to conduct this environmental scan, including scholarly databases, grey literature sources, and targeted keyword searches. Following best practices in mental health research, we used both peer-reviewed research and relevant sector-based reports.
Databases and Platforms
Scholarly Databases: OMNI, PsychINFO, ERIC, PubMed, SpringerLink, and Google Scholar
Grey Literature: Government and non-profit publications including WHO, Statistics Canada, AARP, NIA, and professional organizations, sector-based reports
Digital Platforms: websites with senior-focused game resources, mental health agencies, and digital wellness groups
Keywords
Search terms included
older adults, seniors, aging populations
loneliness, social isolation, well-being
online games, digital games, serious games, exergames, mobile apps
digital divide, accessibility, social connection, mental health
We also used a reference-mining approach by scanning bibliographies of relevant articles to identify additional sources.
Search Time Frame
Searches were conducted between October - November 2025
We used a structured, multi-stage review process consistent with environmental scan methodology used in health sciences and digital well-being research.
Our two team members independently searched the research and abstracts to determine relevance. Articles that were included and flagged for full-text review included;
adults aged 55+
loneliness, social isolation, or related to well-being
discussion of online or digital games
The team selected 10-12 articles for full review
outside of age range
prior to 2010
not linked to mental health and social outcomes
research methodology exclude level 1 and 2 research
exclude research that includes participants with extreme health concerns such as dementia
exclude non-digital games such as board games unless there was a digital component
Date of Publication (2010 - 2025) with emphasis on 2020-2025
Peer-reviewed or credible grey-literature sources
Older adults 55 + years of age
loneliness and social isolation
online games, digital games, virtual social environments, exergames
social engagement, well-being
research methodology Level 4-5
Full-Text Review
Each article selected for review was read in full and analyzed using a standardized data-extraction form, which included the following parameters
APA citation
Article type (empirical, theoretical, review)
Aim / Research questions
Sample and Context
Methodology and Measures (quantitative, qualitative, review)
Key Findings (especially regarding loneliness, mental health, digital engagement)
Strengths and Limitations
Relevance to Review
Key Quote / Statistic
Theoretical Implications
Notes / Synthesis with other articles
Articles selected
empirical studies (Yue et al., 2025; Châtel et al., 2024; Minge & Cymek, 2020; Xia & Zhu, 2025)
qualitative studies (Janssen et al., 2023; Mangra, 2023)
Reviews and Evidence maps (Jung & Yu, 2025; Choi & Lee, 2021; Larsson, 2020; Brox et al., 2011; Song et al., 2025; Sales de Carvalho & Ishitani, 2013)
Brox, E., Luque, L. F., Evertsen, G. J., & Hernandez, J. E. G. (2011). Exergames for elderly: Social exergames to persuade seniors to increase physical activity. 2011 5th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops, 546–549. https://doi.org/10.4108/icst.pervasivehealth.2011.246049
Level: 4
Châtel, B. D. L., Janssen, J. H. M., Peeters, G. M. E. E., Corten, R., Tieben, R., Deen, M., Hendriks, E. J. M., & Olde Rikkert, M. G. M. (2024). Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study. JMIR Serious Games, 12, Article e52640. https://doi.org/10.2196/52640
Level: 4
Choi, H. K., & Lee, S. H. (2021). Trends and Effectiveness of ICT Interventions for the Elderly to Reduce Loneliness: A Systematic Review. Healthcare (Basel), 9(3), Article 293. https://doi.org/10.3390/healthcare9030293
Level: 4
Janssen, J. H. M., Kremers, E. M., Nieuwboer, M. S., Châtel, B. D. L., Corten, R., Olde Rikkert, M. G. M., & Peeters, G. M. E. E. (Geeske). (2023). Older Adults’ Views on Social Interactions and Online Socializing Games - A Qualitative Study. Journal of Gerontological Social Work, 66(2), 274–290. https://doi.org/10.1080/01634372.2022.2100548
Level: 4
Jung, E., & Yu, J. (2025). The Role of Digital Gaming in Addressing Loneliness Among Older Adults: A Scoping Review. Healthcare (Basel), 13(17), Article 2140. https://doi.org/10.3390/healthcare13172140
Level: 4+
Larsson, E., Fahlström, G., Bertilsson, G., & Fristedt, S. (2020). An evidence map of digital tools to support social engagement in older adults living with mental illness or those who are at risk for mental health decline. Gerontechnology, 19(3), 1–29. https://doi.org/10.4017/gt.2020.19.003.02
Level: 4
Mangra, A. M.-A. (2023). Seniors and the Use of New Technologies: Loneliness and Support Networks. Culture. Society. Economy. Politics, 3(1), 37–49. https://doi.org/10.2478/csep-2023-0003
Level: 4
Minge, M., & Cymek, D. H. (2020). Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. Information (Basel), 11(5), Article 249. https://doi.org/10.3390/info11050249
Level: 4
Sales de Carvalho, R. N., & Ishitani, L. (2013). Motivational factors for the development of Mobile serious games with focus on seniors: a literature review. Educação temática digital, 15(1), 16.
Level: 4
Song, X., Ali, N. M., Mhd Salim, M. H., & Rezaldi, M. Y. (2025). A Literature Review of Virtual Reality Exergames for Older Adults: Enhancing Physical, Cognitive, and Social Health. Applied Sciences, 15(1), Article 351. https://doi.org/10.3390/app15010351
Level: 4+
Xia, X., & Zhu, M. (2025). The impact of digital literacy on older adults’ utilization of community-based home care services: a cross-sectional study. BMC Health Services Research, 25(1), Article 1367. https://doi.org/10.1186/s12913-025-13427-9
Level: 4
Yue, Y., Liu, D., & Hao, J. (2025). From Gaming to Well-Being: Analyzing the Impact of Social Engagement in Online Games on Silver Gamer’s Well-Being. International Journal of Human-Computer Interaction, 1–17. https://doi.org/10.1080/10447318.2025.2546659
Level: 4
Across the literature reviewed, digital games appear to influence loneliness indirectly by increasing meaningful social interactions, perceived social support, physical activity, cognitive stimulation, and feelings of competence and enjoyment.
Social interaction and social support (Yue et al., 2025; Jung & Yu, 2025)
Physical activity and emotional engagement (Song et al., 2025)
Cognitive stimulation and self-efficacy (Song et al., 2025)
Emotional regulation and enjoyment (Yue et al., 2025; Jung & Yu, 2025)
Comfort level with digital platform, frequency and purpose of technology use, biographical experiences, and socio-demographic factors (Vulpe & Crăciun, 2020)
Mediators include the game design, multiplayer and collaborative formats outperformed the single-player or passive gaming formats. Digital literacy was also a mediator for the effectiveness of interventions (Jung, 2025)
age, gender (Jung, 2025)
cognitive ability, memory, attention, physical ability, health, age, and gender (Gerling et al., 2011)
digital literacy (Xia & Zhu, 2025; Mangra, 2023; Minge & Cymek, 2020; Killam, 2020)
design fit and usability, game design (Sales de Carvalho & Ishitani, 2023; Song et al., 2025; Gerling et al., 2011; Jung, 2025)
affordability, usability, and accessibilty (Chatel et al., 2024)
Limited research on this age group
lack of direct peer-reviewed articles on the mental health affects of technology on seniors
overemphasis on cognitive and physical benefits to gameplay over social benefits
research on seniors lacking for states of languishing (thriving/not thriving), research focuses on extreme physical and mental health criteria
Statistics Canada information based on the last census in May 2021
Misuse of technology in this population(?)
Difference between Young old (65-74yrs) and Old-old (75+ years)