ABSTRACT

This chapter focuses on digital game use by the third agers in China. Through the perspective of life course analysis, this chapter recognises the different levels of digital accessibility among the third-age population as they approach digital games, as well as the cultural stigma and bias against games and entertainment in China. This chapter also brings critical ageing studies into conversation with critical disability studies via an exploration of digital accessibility and this case study of the third age population in China and their adaption of digital gaming.