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About 60.2 million people 50-plus play video games at least once a month, up from 52.4 million in 2023.
Two-thirds of players play on smartphones; word, puzzle and other easy-to-start games are especially appealing.
Gaming doubles as self-care: Most people play to relax and have used games to cope with stress.
For retired nurse Sandy Barber, 70, of Plainfield, Connecticut, video games have become more than a pastime; they’ve become her “lifeline to sanity.” Gaming helped Barber cope after her son Michael, 45, died by suicide in 2020.
“It gives me a means of escape, relaxation, friendships I would never [think] I had or would need,” Barber says. Through a Facebook gaming group devoted to the Animal Crossing social simulation game, she formed a close bond with a 30-something couple in the United Kingdom. “Their support helped me through my darkest times,” she says.
Video games are often seen as the digital playing fields of youth. But about half (49 percent) of adults age 50 and older now play, and the number of gamers 50-plus who play at least once a month is estimated to reach 60.2 million in 2026, up from 52.4 million in 2023, according to a survey published by AARP, which interviewed 1,014 gamers over age 50.
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Terry Giles, 79, who is retired and lives in Mesa, Arizona, was pulled into playing video games through her seven adult children She mainly competes “for the adventure” in World of Warcraft, a “massively multiplayer online role-playing game,” and the Age of Empires real-time strategy game.
And Shirley Nelson of Mosley, Virginia, plays word games and puzzles on an Amazon Fire tablet. Her motivation: “sanity.” Nelson, who is 70 and works in human resources, says games help sharpen her awareness and focus. For example, if she’s examining a document at her job, she reports being better able to find any changes that have been made.
AARP’s survey found that older adults play to relieve stress, avoid boredom, stay mentally sharp and, of course, have fun.
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Older adults play for different reasons
AARP identified five distinct segments among older players:
Dabblers are infrequent players who want convenient, simple experiences that make their time feel well spent. They often prefer card and tile games, as well as puzzle and word games.
Mainstreamers are the largest segment. They seek convenient games, usually on their phones, that reward mental stimulation and tend to gravitate toward puzzle and word games, with card and tile games close behind.
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Indulgers are frequent players who often use gaming to reduce stress. Gaming is a valued part of their daily routine. They often stick with puzzle, card and tile games, but they’re also more likely than most older players to try their luck at casino and slots games.
Enthusiasts are passionate players who prioritize challenges, compelling stories and purposeful decompression. They enjoy puzzle, card and word games, but they also branch out into action and adventure games far more than other older players do.
Immersives are the most likely to identify as gamers. They value self-expression, social connection and a broad mix of game experiences, so they play a little of everything — but they’re especially drawn to racing games.
For many older adults, it’s a way to improve their well-being. Three-quarters play to relax and decompress, 73 percent play to keep their minds sharp and 61 percent say gaming relieves stress or anxiety. Most keep it brief, with 65 percent playing 15 to 60 minutes at a time, so a game becomes a quick mental reset. Games also serve as a reset button when life gets heavy: 76 percent have used gaming to cope with life events such as loss, illness, caregiving and major transitions, and many describe it as restorative “me time.”
It’s not all fun and games: Older gamers have expressed frustrations, as previous research by AARP shows. They want to see more accessible, age-friendly designs. And ads or the need to purchase in-game items to advance to a higher tier can be annoying. Many people also felt that a lot of games are too complicated and that the industry treats older players as an afterthought.
The 2026 research found older gamers still want to be recognized by the industry and not treated as one uniform casual-gaming market. When asked what they would tell gamemakers, older players delivered a clear message: We exist, and we’re not all the same. “There are different kinds of people who use these games,” one Mainstreamer told AARP. “[Don’t] forget that we old folks like it simple, challenging and fun.”
It’s a balancing act: Older gamers generally embrace gaming behavior, but they reject the “gamer” label. And they don’t want to be seen as playing “old people’s games.”
Smartphones are the platform of choice
Two-thirds of older adults prefer to play on their smartphones, AARP research found, compared to 28 percent on tablets, 25 percent on computers and 17 percent on consoles.
Denver resident Kathy Lamos, 75, epitomizes the mainstream category. She typically plays Solitaire or Wordscapes on her phone every day rather than on a gaming system. “I see video games as what my grandchildren play,” Lamos says.
“Play is an important part of living well at every age,” says AARP CEO Dr. Myechia Minter-Jordan. “Not just for entertainment but to unwind, challenge their minds and find moments of joy in their everyday lives. Whether it’s a few minutes of relaxation or a game shared with a loved one, these experiences remind us that having fun, staying engaged and connecting with others matter at every stage of life.”
The key takeaways were created with the assistance of generative AI. An AARP editor reviewed and refined the content for accuracy and clarity.
Edward C. Baig covers technology and other consumer topics. He previously worked for USA Today, BusinessWeek, U.S. News & World Report and Fortune. He is the author of Macs for Dummies and coauthor of iPhone for Dummies and iPad for Dummies. Follow him on LinkedIn, Threads and X (formerly known as Twitter).
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