Our approach to Impactful Products

Community Care Gaming will work collaboratively to develop, deliver, evaluate and share learnings from our emerging products. This will enable us to maintain absolute focus in our start-up phase, understand and learn from our impact. 

THE DOMES by Community Care Gaming

At Community Care Gaming, we are working with partners to understand how technology might reduce loneliness and social isolation; reduce the risk factors for dementia, and provide an alternative, drug-free prescription for depression among those aged 50 years and over.

THE DOMES by Community Care Gaming, are a series of award-winning virtual worlds powered by Unity.  Consumers experience both an Augmented Reality (AR), and full Virtual Reality (VR) nostalgic immersive experiences which have been specifically designed and co-created with those over 50 years old.

With a focus on reducing loneliness, social isolation, risk factors for dementia and aiding stroke survivors recovery, consumers are able to experience initially four highly-curated, evidence-led and purposeful Domes which include:

  • Cultural Dome: Experience our community-led, immersive art gallery and become inspired through art pieces with which you can interact and enter.
  • Health & Fitness Dome: Specifically curated for those over 50 years old, experience interactive exercise classes, mindfulness and meditation.
  • Education & Events Dome: Home to our living healthy space with support for mental health, addictions, obesity, brain health and smoking.
  • Community Dome: The beating heart of our platform, where consumers can congregate with friends and family, play a game of chess and step back into time to the 1950s through a nostalgic cultural exhibition.

We recognise virtual reality can be a daunting experience for some first-time users. At Community Care Gaming we have tested our platform relentlessly with consumers, to ensure the experience is fulfilling, purposeful and familiar. THE DOMES by Community Care Gaming is a digital asset proudly and exclusively owned by and operated by us specifically for those aged 50 years and over.

Addressing loneliness and social isolation

Working collaboratively with our partners we want to facilitate and evaluate a pilot esports education programme. This programme will have two aims: Firstly, we want to understand if esports can specifically reduce discrimination, loneliness and poor mental and physical health among people aged 50 years and older. Secondly, we want to understand if esports can improve cognitive abilities, such as memory, communication and reasoning among this population.  

Community Care Gaming intends to pilot a number of programmes through 2025/26 to build an evidence base of work in this area. The pilot programme will be delivered via half-day workshops. The programme will consist of game basics, coaching from professionals, introduction to streaming, mindfulness, safer gaming, mental & physical health and conclude with a show-match.

Two in five (41%) of those over 60 years suggest they spend more time gaming than on other hobbies including knitting, cooking and gardening.

The most popular game among those aged 60 years and over was Candy Crush (56%) with FIFA (15%), Call of Duty (14%) and Grand Theft Auto (7%).

For those aged 60 years and over, nearly a third (30%) say gaming has helped improve their mental health and a fifth (19%) believe it has helped tackle their loneliness.

A further three in ten (30%) play to escape reality and enjoy social interaction with their peers online.

Community Care Gaming is keen to work with partners to not only build insight, data and research into older people’s gaming but also explore how gaming can be a force for good among this population.