“…Over the past decade, there has been a steady production of digital games targeted at older people. Examples include DanceAlong (Keyani, Hsieh, Mutlu, Easterday, & Forlizzi, 2005), Curball (Kern, Stringer, & Schmidt, 2006), Walk2Win (Mubin, Mahmud, & Shadid, 2008), Age Invaders (Khoo, Merritt, & Cheok, 2009), Activator (Romero, Sturm, Bekker, de Valk, & Kruitwagen, 2010), SilverPromenade (Gerling, Schild, & Masuch, 2010), Virtual Soccer , Human Tetris and Mosquito Invasion (Rice et al, 2011), Paldokangsan (Kim, Oh, Ahn, & Lee, 2012), Waterball (Tsai, Chang, Huang, & Chang, 2012), Cogniplay (Vasconcelos, Silva, Caseiro, Nunes, & Ferreira, 2012), iStoppFalls (Gschwind et al, 2014), and Blast from the past (Vanden Abeele & De Schutter, 2014). Central to their design has been to help older people to cope with age-related changes in functional abilities, improve/enrich grandchildren–grandparent communication, and encourage social interaction.…”