Abstract
Video game console technology (VGCT) is advancing, with the latest innovations being published regularly. Simultaneously, the current Baby Boomer and Generation X generations are adding to the increasing numbers within the ageing population. This population is conversant and comfortable with technology in all aspects of their life, but in particular within their leisure occupations. Occupational therapy must ensure that it not only understands changes in occupational engagement but also is willing to use VGCT as part of the intervention choices it offers to service users. However, there is a paucity of evidence around this, which occupational therapy would do well to address.
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