Retiree Wii Gamers

The AARP Life@50 Expo

The Nintendo Wii booth at the AARP Life@50 Expo was a hot booth. Seniors and Baby-boomers crowded around to see live demonstrations and participate in impromptu challenges. Nintendo has “brain-training” games to help improve or retain memory and keep minds agile with math, memory, verbal and musical activity. Wii games are becoming an integral part of most senior living facilities. Nintendo says 25% of their gamers are 50+

Implications - Video games already have a specific demographic cornered, but with new technology in place, they are poised to attempt to bring in new customers. Companies that are successful and have a demographic cornered should consider taking a bold step to bring in new customers from different behavioral tribes.

Brain-training Games
Developing brain-training games targeting the senior demographic can tap into a growing market of older adults looking to improve memory and cognitive function.
Integration of Wii Games in Senior Living Facilities
Senior living facilities can capitalize on the popularity of Wii games among retirees by integrating them into their programs, offering an engaging and interactive form of entertainment for residents.
Expanding Gaming Demographic
Companies in the gaming industry should explore strategies to attract new customers from different behavioral tribes, potentially expanding their reach beyond their current target audience.

Where This Applies

Video Game Development
Developers in the video game industry can focus on creating brain-training games specifically designed for the senior demographic to cater to the increasing demand among older adults.
Senior Living Facilities
Senior living facilities can enhance their offerings by incorporating Wii games into their recreational activities, providing residents with an enjoyable and mentally stimulating entertainment option.
Gaming Industry
Companies in the gaming industry have an opportunity to expand their customer base by targeting new demographics and creating products that cater to different behavioral tribes.
SCORE
4.4 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 37%
Activity 87%
Freshness 8%

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