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 Dome 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 DOME by Community Care Gaming is an award-winning virtual world powered by the Metaverse platform, VIVERSE for Business. Consumers will experience an immersive and nostalgic dome which will host three specific rooms

  • a health and fitness room for interactive exercise classes, mindfulness and meditation.
  • an auditorium which hosts weekly events, from motivational speakers to stand-up comedy
  • an interactive art gallery were consumers can interact with art works
  • a healthy minds space where consumers can access information on living a healthy and balanced life as well as support for mental health, addictions, obesity and smoking.

Verson two of this platform will be launched in the second half of 2025. This year is set to be an impactful year for Community Care Gaming as we seek to understand if technology can help humanity with some of the most pressing social issues as an ageing population. 

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.