Evidence map›Paper›PMID 42036802›Full record

ReviewThe Gerontologist2026

AI, aging well, and accessible digital games: the supplemental role of AI in accessible game design for older adults.

Brandon Lyman, Yichi Zhang, Celia Pearce, Miso Kim, Casper Harteveld, Leanne Chukoskie, Bob De Schutter

Abstract readReview
In one paragraph

Review in The Gerontologist, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Brandon LymanCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0009-0007-3101-1908
Yichi ZhangCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0009-0006-8334-3990
Celia PearceCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0009-0005-5466-8190
Miso KimCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0000-0002-3058-3388
Casper HarteveldCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0000-0002-8164-0303
Leanne ChukoskieCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0000-0003-4041-3646
Bob De SchutterCollege of Arts, Media and Design, Northeastern University, Boston, Massachusetts, United States.ORCID 0000-0003-3401-5174

Funding

National Science Foundation (NSF) 2427714
6 · The paper itself

Abstract

As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, like simplified input schemes, redundant information channels, and increased legibility of digital user interfaces, are limited in the face of this heterogeneity. This is because such features affect all older adult players and, therefore, are designed generically. We introduce artificial intelligence-although it has its own limitations and ethical concerns-as a method of creating player-based accessibility features, given the adaptive nature of the technology. These features may help to address a unique assemblage of accessibility needs that may accumulate through age. We argue that existing AI technologies can build upon extant accessibility design techniques to improve digital game accessibility for heterogeneous older adults. We adopt insights from gerontology, human-computer interaction, and disability studies into the digital game design discourse for older adults, and we contribute insight that guides the integration of player-based accessibility features to supplement game-based counterparts. The accessibility of digital games for heterogeneous older adults is paramount, as the medium offers short-term social, emotional, psychological, cognitive, and physical benefits that support the long-term goal of aging well.

Indexed as

AgingArtificial IntelligenceVideo GamesAgedDigital MediaHumansUser-Computer InterfaceAged heterogeneityAge-friendly designPersonalizationThreat-to-self-esteemVideo games

Identifiers

PMID42036802
PMCPMC13316424

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.