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Why aren't we making video games for pensioners? - EMF 2026

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The speaker, a games designer from Sheffield with twelve years of experience in experimental design and education, argues that the video game industry has neglected pensioners due to an identity crisis that fixates on young audiences. While acknowledging the success of the Nintendo Wii in engaging older adults through familiar muscle memory and remote-control interfaces, he notes that this momentum has stalled since 2013. The industry's reluctance to innovate for this demographic stems from a fear of compromising the "hardship" of difficult games and a belief that play is no longer essential for adults. Consequently, many elderly people are excluded from gaming culture, despite the fact that their numbers are set to outnumber younger gamers in the coming decades. To address this inequality, the speaker advocates for "approachable design," which differs from standard accessibility by focusing on inviting those who have never engaged with technology at all. He demonstrates how alternative controllers made from simple, culturally relevant materials—such as tea pots that play bird sounds or watering cans that trigger lights—can bypass the hostility of traditional mice and keyboards. These projects emphasize low-cost, open-source hardware like the BBC micro:bit to avoid the exclusivity of walled-garden ecosystems. By allowing users to build their own interfaces using everyday objects like tin foil or household items, designers can create meaningful experiences that respect individual dignity and cultural backgrounds without relying on expensive, high-spec technology that is difficult to maintain in care settings. The speaker shares powerful anecdotes from workshops where participants with dementia found joy and connection through these tailored interactions. In one session, a man who had lost his sight whistled back the precise calls of birds played by a teapot controller, while another participant poured water onto LED ropes because it matched his expectations of watering plants. These stories highlight that play is an essential human need that should not be medicalized or treated as a cure for conditions like dementia. Instead, the goal is to provide opportunities for expression, storytelling, and intergenerational bonding, proving that even brief interactions can offer profound emotional benefits. Ultimately, he urges developers to use scrappy tools and simple concepts to reach one new person who has been disconnected from play, ensuring that millions of deserving older adults are not left behind in a digital future they cannot access.
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[applause] Um, thank you so much for all coming along. This is such a privilege. Um, really appreciate getting to chat about what I'm going to be talking about today, which is making games for pensioners. Um, so a little bit about my background. Uh, I'm a games designer from Sheffield. I've been building games, experimental stuff, um, as well as, uh, education and inventing things for the last 12 years. Um, I'm a big advocate for approachable design and um, addressing play inequality. Um, thing I want to say up front, there's a lot of tech talks that will give you definitive answers and absolutes. Um, I'm just a bloke. Uh, I've been experimenting and working with some researchers. I've, you know, there are people who are far more competent in this field than me who you should uh, defer to. But hopefully I give you an interesting perspective and I'm not immune to bad takes and I'm very warm. So hopefully uh this is a cohesive talk. Um so alternative controllers, this is something that I care deeply about. Um it's been a throughine through my whole career. These are unconventional interfaces um that you can use to interact with computers um that are different to a mouse and keyboard. And what I really like about them is they are extremely hard to make commercially compatible. Um, so unlike the games industry, there is this um, inherent like artistry and experimentalism to it that um, the industry lacks and I wish there was more of. Um, and I just want to kind of get into the weeds on approachable design versus accessible design. So um, you might be more familiar with, you know, accessibility and like trying to to kind of design to the needs of individuals with disabilities. Um I kind of spe you know differentiate between that and approachable design in that before you even get to the point of tailoring an experience for someone um so many people um around the world just do not dis uh engage with technology so are far less uh receptive to engaging with it. So how do you make games or technology more appealing to those people? Um so for how I got um engaged with the elderly um this is going back you know probably close to uh maybe 8 n years now. Uh actually no it's not during during lockdown I did uh it felt like that long um in lockdown I did an installation in Kings Linn um which was like a projection map project working with other artists uh and for that we had an installation where you were 6 foot apart pushing little pedals on the ground and uh yeah as part of that installation I had a toddler come over and give uh the game a go and um a mother told me that it was the first game that she'd ever experienced which is always a privilege for For me, it's one of the highlights of what I do in my career. Um, and the real twist was that her grandfather, it was this gentleman on the right who happened to be the mayor of the town, had also uh never played video games before. So, the pair of them shared this like intergenerational bonding of experiencing games for the first time, which uh was such a privilege and that kind of really planted this seed of engaging that audience. Um, another part of my work is I do hands-on crafty workshops with people getting them to make uh alternative controllers out of very simple materials. Uh, craft is a very democratized medium. So, a lot of people are familiar with it in a way that they aren't technology. And, uh, this lady in the pink shaw here came up with this controller. Um, it was very, very satisfying to use. It's for using, um, kind of controlling a racing game. And when I asked her like what inspired the controller, she said scratch cards. And for me that is just it's such an you know obvious thing when you're actually looking at it. Um but what really really excited me about this was the prospect that this interface may be compelling to other people within her demographic and therefore um yeah like if if that's the keyboard for that audience or that person and the potential to to invite more people in by um getting people to dictate what interfaces they find appealing. Um, and you know, since then I've kept going. I've kept building interfaces. I've worked with audiences um in all sorts of different kind of walks of life. Uh, I did an installation um series of installations in Rotherham for a kids festival where we did a nature trail of games uh with my colleague David at the back. Um, and I've been building alternative controllers and specifically got a real uh appetite for um LED games. Uh the reason I like LED games so much is that they are extremely cheap, light, and versatile. So you can kind of weave them into the fabric of spaces. Uh I do a lot of stuff with like LED rope, which um if you've not come across is just such a lovely material. Um unlike the fidelity um and kind of chasing of fidelity of the games industry, um I am far more interested in trying to make tech as as like malleable to culture as possible. Um, so finding ways to kind of weave it into spaces, use props, um, that are kind of grounded in people's lives rather than, um, stuff on screens. Um, the first experiment that I did, which you can try out in the beer tent, is glow golf, which is kind of crunching the sport of golf down to one dimension. Um, I had this like um got a pinball launcher that I'd kind of uh hacked together out of a walking stick um that I kind of had where you pulled it back and released it to launch the ball. Um, which I kind of tested out in lots of different settings. Um, tored it around Europe and that proved to be this really nice little box and controller and format as a unit to do things like design fishing games and I did a BS game as well. And what I realized um after building those kind of three prototypes that like all three of these aligned with the interests of older people. And it kind of brought me to this question of like can you build games for the elderly? Um and this might not be a question a lot of people have thought about but 20 years ago we did it. We built we built Wii the Wii and Wii Sports. Like this is a proven this has been proven. Um there was this huge uh influx of people that engaged with the Wii. Um and honestly it was such a countercultural moment. I don't think we quite recognize how significant it was where it went from this kind of um medium of people kind of playing in in in a singular form in their rooms to like inviting the family to play but also as I'll get into inviting the broader family into the equation. And I really love this quote from from Cesaro Awata who talks about at the time how uh the strategy of Nintendo which was all about like not trying to compete on fidelity and power but go after um and engage the people who are just ignored by these um these industry industries. So try and uh engage people who otherwise wouldn't engage with the medium. And for why the Wii worked so well, generally they were aiming to engage like kind of the family. But um the thing that they did right was that they kind of leveraged muscle memory. So people do things like golf or drive a car or you know swing a tennis racket. These are all like learned motions that you you kind of get throughout your lives. So there's a lot of a foundation to build on. Something that a lot of people don't talk about as much um is that at least in 2006 the kind of handheld peripheral that most people were familiar with was a television remote and particularly with older people. So that was a real tether for people to technology and they mirrored that as closely as they could. Um and that made it extremely compatible with with older people. Um, and then a real master stroke by the team at Nintendo in marketing was including grandparents in the family unit. Um, I can't imagine it cost them that much to do it, but by making it clear that they were as as welcome as kids meant that when parents were buying it for their kids, they considered their parents as well and and created that the potential for that intergenerational connection. Um, and the legacy of this is just incredible. they um you know I I don't want to say accidentally but a a kind of beautiful consequence of of of designing so broadly was that it bought play in an affordable manner to care homes all around the world. Um even 20 years on um organizations like AUK still reference you know Wii Sports and the Wii as a means of engaging people um in those settings. Um it was a massively uh beneficial tool for uh research. So around like uh not only people at the kind of end of life or old um but also in all sorts of different medical contexts and settings uh because it was affordable and it was scalable um and what I absolutely love is that there are leagues in the US of people doing Wii bowling who are you know triple digits. They're 100 years old and they are uh engaging with video games which uh I could only dream of having an audience of of such uh passionate people and Broad Church they you know engaged so many more people with games than uh arguably anyone had done uh before at that point and and welcomed people in. Um and just to show uh Jane and Gilbert they did this incredible uh shot which won an esports tournament in France. Uh the crowd absolutely going wild. Um, I want to build I want to build games for those two. Um, incredible. So, you know, obviously it's been 20 years since uh the Wii was discontinued in 2013 and uh the we're at this kind of point now where there's been all this amazing research done, but there's this big question mark around the future of uh this kind of immersive technology like what's the industry been doing in this time and like why haven't we seen uh Wii Sports 2 or something as revolutionary as this? And it kind of comes down to like an identity crisis within the industry, which is that there has always been this perception uh which you know was kind of true for a long time is that the industry was made for the young and uh there is this uh fixation and like um kind of diehard kind of clinging to the young as a um as an audience and like you know thinking that that's just going to last forever. And often the elderly have been thrown under the bus as a means of appealing to the young to kind of cement and uh kind of withstand that um kind of creeping of of age of it um and retaining that countercultural status. And um you know the other thing as well is that there are genuine real challenges around designing for older audiences. Um, as with accessibility like you know there is uh you know there's the quants of onboarding for people who have never played games before and obviously like uh as you age there are more kind of requirements of disability. Um one of my friends and and colleagues Alan Zakonei has a really great quote where he said as as a games designer one of the most selfish reasons to do accessibility is so when you're older you can experience your own games uh you know regardless of where you're at in life. And the other thing I want to mention is that like keyboards and mouse and gamepads are um from my time building alternative controllers extremely hostile to uh to older people. Um and like lots of people just do not engage with the medium. And I think that's the thing that's keeping so many people out. Um as the Wii proved that you know that you could bring that barrier down. Um and we have to really grapple with the reality of where we're at as an industry where um games developers are dying of old age. like it kind of feels like you know this is uh the industry is still young but the average age of gamer is you know mid30s um and yeah like we've got gamers in their 60s and we're at a point kind of demographically in the UK where like um you know younger people are kind of uh potentially in the next few decades going to be outnumbered by over 65s which um yeah like we need to start kind of factoring in for that. Um, and the thing is is that like to talk about this audience, like play as for anyone when it comes to play, like my kind of interest in play inequality, like I almost consider play like this essential need um that's like needed throughout life and like particularly with older people. Uh it can kind of be a massive benefit. Um there's so many good things that it brings. Um and yeah, like it doesn't have to be fancy technology. It can be board games. It can be kind of communal activities, playground games, but also there is this kind of stigma as adults around play as this thing that we all need. Um, and in the industry there has been efforts in the last few years to kind of make uh controllers more accessible. So you've got things like the adaptable controller, fantastic organizations like special effect who kind of tailor installations for people living with disabilities. And um the thing is is that there's obviously been a push back for that in particular around settings in games of not wanting to compromise the hardship of like beating really hard games. But um ultimately some of the best streamers in the world right now and kind of you know esports players and speedrunners um will get old and they won't be able to play these games as much as they could before. Um I love playing games. I have high blood pressure. So there are certain games that I just do not touch now for my health. Um and yeah like as you age like these problems will kind of compound. And the one that I really want to talk to you about today is dementia. So um from talking to researchers uh whilst exploring this like I have spoken to researchers who know gamers who have dementia now. So like the future is here. Um so a little bit about dementia. You know it's a condition that um you know comes in lots of different forms. You've got Louis bodies um uh vascular dementia. You know Alzheimer's there's all sorts of different variants of it. But you have this condition that uh you know between a couple of years to decades um causes a decline in mental health and you know eventually you die and it's um it is the biggest killer in the UK right now and the problem with that is unlike other kind of me uh kind of health crises throughout history it is extremely stigmatized um so no one wants to talk about it. So not only is this huge stigma, there is a massive amount of suffering of people who can't seek the support of of others and um yeah as as you can see here it it it will affect a vast number of people in the future uh and obviously now but it's it's going to keep getting worse. Um and yeah like as an industry as I mentioned before that there there has been efforts to accommodate um accessibility and my drive is to try and push the industry to consider the elderly for those um accommodations and in particular of trying to kind of raise the profile of like um dementia and like how we as an industry we can address this um from a kind of current perspective of of what exists in care homes. for people living with dementia. Um, a lot of the technology is because of the sc the scarcity of it, it is expensive. It is very kind of hard to maintain. Um, and it's a it's a premium. And the other thing that I care about is that because it's so high-spec, it's very hard to react to individuals and to reflect culture. Um, and from this perspective, I basically set out to achieve a series of goals, which was to build kind of interactive play and kind of prove that you could build interactive play with my knowledge of alternative controllers. Um, something that was like um low uh low uh what's it called? Low scope um but still engaging and still nourishing um and using hardware that isn't walled off. There's a lot of talk in tech about, you know, kind of technofudalism of like moes and keeping, you know, consumers out from having access to this technology. I want to make this as um proliferated as possible. And um the other thing is is just to get a deeper knowledge of dementia and the communities that exist and the support networks that exist. Um and use alternative controllers um to in not only um bring installations to those people but also to for it to not be prescriptive because that's another thing around tech that um often the people that are particularly the elderly don't get a say in actually defining what interface they care about. So giving them an opportunity to build their own controllers. Um these are some of uh the colleagues and and partners that I worked on the project with. Uh it was honestly such a privilege to get to work with all of them. Um such a talented group of people. Uh I don't know how I'm doing for time. So [laughter] but I I just I just I just can't thank all of them enough for their incredible time efforts and um just deep knowledge on these topics. Um so one of the people mentioned on the previous page um uh Dr. Jenny McRitie uh has done a bunch of research around building controllers. Uh not all alternative controllers, what are known as um ADMIs, which is accessible digital musical instruments. Um this is one here which is like a slider box uh that you can use to kind of control dynamic music. And um obviously these are very close in overlap to alternative controllers. And these were some of the things that really stood out as uh things to accommodate into interfaces. And these are all well within my um kind of skill set. And in particular, like people when I talk to about this stuff will be like, well, you know, does it cure dementia? Does it slow down dementia? That isn't my focus. um you know the the person like experiencing the condition is um is is like so often ignored and it's all about like try to find a cure, get this person um you know cured and just letting them experience joy in a non-medicalized context is is so rare. So um I really really wanted to try and engage with that as much as possible. And uh something that really kept coming up over and over again is that trying rather than trying to be prescriptive, broad brush, um make remembering that these are people and who deserve like dignity, joy and the opportunity to express and to accommodate that into the things that I build. Um uh so um these were the kind of organizations that I ended up working with as part of the project. So um about a month or two ago we went around these various uh sites in Sheffield and amazing partners to get to work with uh with kind of various groups at different points um in in the the kind of the disease. Uh just to give a quick run through of some of the installations. So we had uh singing teapotss which was basically where you had a couple of uh tea kind of cast iron teapotss on the table where you were kind of touching them and you'd get different bird sounds out of them. So you know you'd maybe touch the one on the left and you get the sound of a robin. You touch the one on the right and you'd get uh a pigeon. And uh originally I had this ambition of like let's make a full multiensory experience. So um you know let's put uh you know make it the sound let's do the lights that change based on that. Uh, but I also want to and you're touching the the teapot, but I also wanted to put tea in the teapot. And the other researchers on the project were like, absolutely not. Do not don't have boiling water uh around electronics around people living with dementia. That is a recipe for disaster. So, uh, we just stuck with the uh the three for this. Um, and yeah, just to kind of like, uh, run through the next one. So, I've got this with me. So, this is the peripheral for uh Radiant Vines, which hopefully hasn't gone to sleep. Uh let's find out. Ah, yes. So, rather than using something like a mouse or a keyboard, you um I'll try and show this with the camera. So, you just as you order a watering can, you kind of tip the watering can over and it works as you'd expect. And it's just a kind of really joyful object to kind of mosy around with. You'll probably see me as part of the festival just walking around at night with this thing. So, if you see that, come and say hello. Um, but yeah, like when I'm commuting with these equipments, like people stop me on the the train or, you know, the bus and be like, "What's that?" And plugging it in, it's just so wonderful seeing the kind of joy that it um brings from people in the way that tapping a keyboard, you know, no one's going to, you know, be blown away by that, at least in the modern century. And, um, yeah, it's it's a lovely installation. I've shown it at other festivals before. Uh this one, Swirling Dutchies, um is kind of a a lovely kind of cooking experience where you've got a a uh Jamaican Dutch pot where you're kind of stirring the pot and in kind of having that contact, it kind of swirls the LEDs around uh the bowl. Uh there's all sorts of kind of different variants. We've got a saltfish, we've got um uh uh got what's it called? Um rum punch, we got rice and peas. said is there's a full spread in in the kind of different settings for the installation. Um, and the great thing that worked with this installation is it was compatible with skin contact as well. And then the last thing I want to mention is the actual workshop sessions where we were kind of um giving people an opportunity to express themselves. I didn't want screens in the in this at all. So rather than having screens, we had LEDs that kind of came out of the peripherals. We use the same hardware for the um the installations as we did the workshops, which is the BBC micro:bit, which is a fantastic workhorse. Would thoroughly recommend experimenting with those. Um and yeah, like all you had to do was tap these kind of two wires together and whatever you wanted to put in the meat in the middle of that, you know, it could be uh two people holding hands, it could be um you know, uh tapping a golf ball to a a club, whatever you could connect up with tin foil. Um, the other thing I want to quickly mention is on the actual controller, I wanted to give people uh a means of expression. So once they've kind of connected up their controller, we had a dial that allowed you to kind of change the color of the rope, which meant that like if you made like a fish as your controller, you could adjust it to blue. if uh there was someone in one of the sessions that made a a puffin controller eating sand eels. Um so they changed it to yellow and like that very minor amount of expression was just joyful and playful to expression to to experiment with birds uh was the the thing I focused on and like the reason that was such a focus for the the kind of software and installation is cuz it's like such a deeply seated memory for a lot of people. Um, like for me personally, I grew up next to a rrookery. So, hundreds and hundreds of rooks. So, for me, the sound of those that bird is like very very deeply associated with home. And what's great about it as well is unless you're literally having the same sample like repeating, it's not too grating as like a as a sound. Uh, and of course, it can be tailored regionally. So, uh, you don't have to have all the same birds for the same regions. This is roughly what the installation looked like. So when you'd get the different combinations of teapotss being pushed, you'd get different bird sounds. Um, and that was like an opportunity for people to like listen to different samples and try different stuff. So I want to talk specifically about one example which, uh, I've only got time to talk about one. Uh, so this is memory hub. Uh, and this gentleman on the right here is Carl Casease, who has done a bunch of fantastic work around how to make, uh, dementia care appropriate and tailored to different Caribbean communities. um has done things like create multi-ensory kits around um you know the history of of Caribbean people and uh it was such a privilege to get to work with him on this project and specifically to have the time where we spent like an afternoon tailoring this experience to his his group and you know these were some of the suggestions that we did. So um you know because he knows this group so well um uh you know he he he knew that having a session of singing at the beginning would be a way of bringing people into it. So he selected the song of Chi-Chi Bud, which is like uh it's a song about, you know, the different birds on the island. I should say Bud, right? Like kind of bird, you know, various birds. Um so that was kind of the icebreaker for the session. Um we chose birds specifically from the Caribbean and we made sure it wasn't just Jamaica because there was people from all over the Caribbean and the different samples wouldn't necessarily correlate for everyone. And what was wonderful is he made this connection because a lot of people would ask the question of like what's the link between the birds and the pot? But um it's it's quite common in Jamaica to eat small birds like when you're kind of growing up and cook them. So there was that link of uh you know the different sounds of birds and and and cooking. And uh we actually got Carl's hand in the game as well as uh as you saw from one of the previous screens uh got him his hand stirring the spoons. Um, my partner Simone was the one that actually kind of came up with the concept for the the controller for for the the Dutch part Motion. Uh, honestly is so chuffed that she got to have that contribution because her family um of Jamaican heritage. Um, her grandfather Don, you know, bless him, he uh, unfortunately got dementia. Um, and he was like a kind of a keystone in the local community. Um, was involved with an organization called Sedaka. And um it was just wonderful to get to give her that opportunity to give back to other people who um were living with the condition. And the other thing to mention is my um kind of uh extended family through them were willing to give their Dutch pots which are very expensive objects uh for the installation. So in terms of how it went uh it was a wonderful session. We had about um 25 people in which I was absolutely bricking it for. Um so it was the other sessions were like between uh 9 and 10. So getting nearly three times the amount was quite intimidating but we had so many amazing volunteers and people to hand to make sure that these sessions went well. Um yeah. Oh honestly it was so much fun. Um this was kind of like a rough uh schedule of what we did. Um, and what was so satisfying is I was really nervous when the session started and one gentleman walked straight in with his cane and saw the Dutch pot and just started tapping it and started singing um, pass the duchy and I was like, "Yes, yes, we've got him." So, like at that point, I knew and I had that confidence that like this was a recognizable object and that that was that entry point to kind of engage. And we had uh a lovely activity of everyone in the group holding hands and touching, you know, either part of the pot to trigger different bird samples. And we kind of talked about stories of um growing up um you know, in Jamaica and around the Caribbean. Um and the histories of, you know, having like rolls and roosters around you or um different birds and different histories. Um and that was just it was just so lovely. Um, in terms of the actual hands-on sessions, uh, it was so wellreceived. We had so many different controllers being made. Uh, there was some lovely touch points where we had, for example, um, uh, some of them decided to make different islands of like where they'd come from. And there was two people in the session who realized they had relatives who lived within a couple like within the same neighborhood uh, and recognized different landmarks, which was just lovely to have facilitated. Um, I'll show you in a sec the various kind of different peripherals. Um, and yeah, like Carl himself was really chuffed that like how locked in people got on building this stuff. Um, and it was it was just wonderful. It was really really good. The other thing to quickly mention as well is that um, in particular like a lot of um, kind of uh, older older black women don't necessarily get to engage with technology. So getting to um give them that opportunity to express within the medium uh was just was just wonderful. It was such such a privilege. Um and these are some of the kind of wild controllers that got made. So these two gents on the left, these are the islands that they they kind of put together. Um we got handbags, we got water bottles, we got little birds, we got a a shark and a swimmer in the bottom right there. And we got the cross, which it was, it was really funny is when she held up the controller, it was just like, "This always works for me." Connected it up and it it it kind of showed the lights. I was like, "That's that's right. That's that's that's awesome." Um, and yeah, like I've got very little time, but like I just want to give a couple of extra anecdotes from the other sessions. So, from the first session we ran, uh, there was a gentleman who wasn't able to engage with the controller because he was he was so far on with the condition. But when the bird sample started, he started whistling vividly like the kind of so precise the the calls of the birds that were playing um you know completely out of the blue. And we when we asked his his his wife like where that had come from um he he'd spent a lot of time his life in in the woods and kind of recognized these calls and unfortunately from losing his sight he wasn't able to um engage anymore. And like I loved the fact that he was still able to participate. Um when I showed the uh radiant vines at the botanical gardens, um this um gentleman, he came up to give it a go. He started watering the pots to like trigger the lights, but then he also started kind of reaching over and kind of pouring water onto the LED ropes or kind of light based water. And you know, whilst there was a temptation to correct him, what we did instead is we moved the pots to those areas so it kind of matched his expectations and the installation was better for it. And I loved that kind of duet or like kind of dance of of of being able to adjust the installation for him. And then the last thing I want to talk about is an approach an example of nonapproachability. So someone in our last session was terrified of snakes. So the actual LEDs kind of snaking around looked a bit too much like snakes for her to want to engage. But I still got a chance to chat to her in depth. And we we kind of talked about how her relationship with play had changed. Uh that she'd loved Scrabble growing up and throughout her life. Um her father was a mathematician. Um and basically that like she couldn't do the maths anymore, but she still loved filling the board up. Um you know, with all the letters and seeing if she could fit all the words in. And just the idea that like she had taken it upon herself to dictate what play meant to her in a way that was approachable. And I just wish there was more opportunity for that. Um I I really want to emphasize like how critical it is for us now to accept that it is possible to design for these audiences and it's possible for these audiences to dictate play for themselves. Um they are eager uh and we should accommodate their interests and engage them. Um and it was it was just such a wonderful time. the actual research paper from working with uh the university um should be kind of finished in the next week or so. So hopefully that'll be uh out in the next couple of months. Um and it's it's just been such a privilege working with uh I also want to quickly highlight that Landon um kind of the lead researcher on it uh has worked so hard on it and I just want to say a massive thank you to him for all his efforts. Um there is still time for us as an industry to make this right. Um there are people who will have died without never experiencing the games industry. Um, but there is still so many more people that we can engage in the next 20 years. There's going to be so many people from our uh medium who have cherished games throughout their lives who will not be able to keep playing games and we have to accommodate them. um even just like a tiny fraction of what the industry, you know, pours into the thousands of games that come out each month, even like five of them going to these audiences, these deserving audiences would make such a huge difference uh to the lives of of millions of people. Um and I wanted I also added to this that like Hack Spaces, I love that this is here. This is my first EMF. It's such a joy to be here, but I just wish that we could as a community bring some of this stuff, the wonder of this space into places that are just so often a a a you know, in a drought of play and interactivity. Um, so in terms of where to start, um, the key thing that I would highly recommend is do not try to do this on the standards of the industry. Um, use scrappy tools. Like I am not a professional programmer. I have botched my way through my career and thankfully I have some interesting things to show for it. Um there are so many great tools use tools make for kids. Um the thing that's um the thing that's great about using simple technology is that it welcomes people in and it means that you're on a similar level. There's not this weird power dynamic of being so far removed from technology. What's wonderful about using these tools as well is that kids um are you know accustomed to tools like Scratch um which gives them an opportunity to have this intergenerational collaboration with old people and um the again ditch the keyboard, ditch the mouse, ditch the game pad. Um it's the easiest way to make peripherals approachable. And I just want to uh end by just saying like the question I always come back to and I always encourage um games developers to consider is like how can you reach one new person when you're building an experience who is disconnected from play and give them not only an experience but a meaningful uh a positive and deep experience like and the other thing to very quickly say is the industry is on track for 400 you 100 400 hour experiences. Uh an experience of 100 seconds or 60 seconds can be just as meaningful as one that lasts for days. So um that's it. That's my talk. Uh I got through that surprisingly quick. Uh this I just wanted to touch as well and just um say my um [laughter] this is my grandma. Um I uh this is kind of for her. Um, I I uh [laughter] I really really am I [applause] >> Yeah. Yeah. Yeah. [applause] This is clearly what I needed the remaining five minutes for. [laughter] So like she has been so supportive through my entire career. She's 96 and even though she doesn't understand the uh technologies I work with, she's always been incredibly supportive and um bless her she's in the last few months she's moved into a care home and I always think of you know when I'm asking this question it's her that I often think of. So, I hope you if you have people in your lives that you consider the same, I hope you'll think of I hope you'll think of them. [laughter] Thank you. [applause] Well done. Well done.