In this blog post, we’ll explore how mobile games have become a regular part of middle-aged and older adults’ leisure culture alongside the widespread adoption of smartphones, and why games can act as a bridge that fosters communication and bonding among family and friends.
There is a common sight on the subway: people staring at the screens of the smartphones in their hands. If you follow their gaze, you’ll easily see them sending messages, watching videos, reading the news, or playing games on smartphones no bigger than the palm of their hand. This scene isn’t limited to students in school uniforms or young office workers. As we’ve entered an era where middle-aged and older adults—even those in business suits—use smartphones with ease, these devices have become everyday digital tools that connect nearly every generation, rather than being the exclusive domain of a specific one.
Surveys conducted during the early stages of the smartphone boom revealed that gaming accounted for a significant portion of smartphone usage time across various age groups, from teenagers to those in their 50s, with analysis showing that gaming was particularly prominent among people in their 40s and 50s. At that time, as social network games such as “Anipang” and “Aqua Story” gained popularity, middle-aged users in their 40s and older began to emerge as a key demographic in the mobile gaming market. The fact that middle-aged adults—a generation once considered relatively distant from gaming and marginalized within gaming culture—had emerged as major users of mobile games was an intriguing shift in itself. At the heart of this phenomenon were the smartphone platform and mobile casual games, which were easily accessible to anyone. Today, this trend is no longer considered unusual. A recent survey of gamers in South Korea aged 10 to 69 showed that the mobile gaming penetration rate was 89.1%, higher than that of PC or console games. Mobile gaming has now established itself as a representative gaming platform enjoyed by multiple generations, rather than a culture limited to a specific age group.
The widespread adoption of smartphones has also had a significant impact on the gaming market. Smartphones have enabled not only young people—who were traditionally viewed as the primary customers of the IT industry—but also middle-aged and older adults in their 50s and beyond to access games without the need for a separate gaming console or a complicated setup process. Of course, even before the advent of smartphones, the number of middle-aged and older adults playing video games and console games like the Nintendo Wii was already on the rise. In the United States, a survey showed that the percentage of video game users aged 50 and older rose from 9% in 1999 to 19% in 2004, reaching 29% by 2011. However, in South Korean society at the time, “middle age” and “gaming” were not concepts easily associated with one another, and in some past surveys of gamers, those aged 50 and older were even excluded from the sample. This situation changed significantly with the rapid proliferation of smartphones. After the number of smartphone subscribers in South Korea surpassed 20 million in 2011, interest in mobile applications surged, and games emerged as a leading form of smartphone content. The barriers to entry for gaming were significantly lowered with the emergence of free games and relatively inexpensive titles that could be easily downloaded anytime, anywhere. The fact that South Korea’s mobile gaming market grew by 49.4% in 2012 compared to the previous year symbolically illustrates this shift. Even today, the influence of mobile games remains substantial. According to recent figures, mobile games accounted for approximately 14.071 trillion won—59.0% of the total revenue of South Korea’s gaming industry. This means that the “casual revolution” of the past has not been merely a temporary phenomenon but has taken root as a mainstream gaming culture.
So, why do middle-aged and older adults enjoy mobile games? The most fundamental reason lies in the medium’s function as “light entertainment” to pass the time. Pulling out a smartphone to play a simple game during brief lulls—such as during commutes or while waiting—has become a very natural leisure activity. However, it is difficult to explain middle-aged and older adults’ use of mobile games solely in terms of entertainment. This is because, for this demographic, mobile games may involve not only fun but also social elements such as relationships with family, friends, and acquaintances, as well as intergenerational communication.
In South Korean society, the issue of intergenerational communication has been a recurring concern. Even within families, differences in the media and communication styles used by parents and their children can lead to a narrowing of common ground for conversation. At one time, smartphones themselves were even cited as a major cause of these intergenerational communication problems. The argument was that the parent generation, accustomed to an analog environment, struggled to adapt to the rapidly changing digital landscape and found it difficult to understand the culture and usage patterns of the child generation, who had naturally used digital devices since childhood. Today, however, middle-aged and older adults also use smartphones and various digital services on a daily basis, making it difficult to simply label the parent generation as “digitally unskilled” as was done in the past. Nevertheless, differences may still exist across generations in terms of preferred platforms, content, and how digital culture is experienced. Therefore, what matters is not so much whether digital devices are used, but rather how different generations understand and share digital culture. In this regard, mobile games—which are easily accessible to everyone—can serve as a starting point for middle-aged and older adults to share digital experiences with other generations.
In particular, one of the key reasons early mobile casual games spread so rapidly was that they were linked to real-life social relationships. While traditional PC games often involved users meeting strangers within the game to play together, many smartphone-based social games connected users’ friend lists from messaging apps like KakaoTalk to the game. With friends’ names and scores appearing on the game screen, users could naturally see which of their acquaintances were playing the same game. This meant they could confirm each other’s participation through the game without having to ask directly, “Are you playing this game, too?” This structure helped shift the stereotype held by middle-aged and older adults—that “games are for children or young people”—into a sense of curiosity: “My friends are playing it, so maybe I’ll give it a try.” In particular, the experience of playing games with acquaintances they already knew helped lower the psychological barrier to gaming. Once people realize that friends, coworkers, or family members of a similar age are playing the game, it becomes easier to accept mobile casual games not as a foreign digital culture but as a recreational culture in which they can participate together.
A prime example is “Anipang,” a mobile casual game that was once hugely popular in South Korea. In “Anipang,” communication between friends often began with the act of sending “hearts.” While hearts were items necessary to continue playing the game, they could hold more significance than just in-game items among users. Sending a heart to someone served as a kind of signal: “I’m playing this game too. So are you.” It was also a sign of delight at the fact that they were enjoying the same game. By sending hearts to one another, users helped each other continue playing and, at times, competed while sharing the experience of “playing” together. Seeing a heart sent by someone they hadn’t been in touch with for a long time might remind them of that person’s existence, or the game might even serve as a catalyst for them to start exchanging messages. Even with acquaintances they weren’t particularly close to, the fact that they were playing the same game could foster a sense of familiarity. A small bond was formed based on the shared experience of playing the same game. In this sense, the act of exchanging hearts went beyond a simple in-game feature to serve as a light, ritualistic form of communication expressing interest and intimacy.
Studies analyzing early smartphone culture found that, for the younger generation, smartphones strongly embody the nature of personalized media, and mobile games tend to be perceived as content that can be enjoyed alone, anytime and anywhere. Some studies have also highlighted the tendency of young users to utilize social connections within mobile games as functional relationships necessary for progressing through the game. In contrast, game studies targeting middle-aged and older adults have shown that the experience of enjoying games with people they know is more important than competing against strangers. While these research findings cannot be applied uniformly to all users, it is noteworthy that existing personal relationships can play a significant role in mobile game usage among middle-aged and older adults. Being introduced to a game by someone familiar, such as a friend or family member, exchanging gifts, comparing scores, and discussing the game provide a joy of communication distinct from the fun of the game itself. On the surface, mobile games may appear to be mere play, unrelated to real-world productivity or tangible benefits. However, if these small interactions serve as a form of ritual communication—allowing users to exchange greetings and reaffirm their relationships—the meaning of the game changes. For middle-aged and older adults, mobile games can serve as another channel of communication for building social connections and maintaining existing relationships.
Of course, today’s mobile gaming environment has changed significantly since the time when “Anipang” first gained popularity. Not all mobile games are centered around address book or messenger contacts, and the accessibility of PC and console games has also greatly improved compared to the past. In fact, recent surveys show that while overall gaming participation rates have declined compared to the past, there has been an increase in the usage of PC and console games. Nevertheless, mobile games remain the most widely used platform among gamers and account for the largest share of the South Korean gaming market. Ultimately, the key change lies not in the popularity of any specific game, but in the fact that the advent of smartphones has lowered the barrier to entry for gaming and significantly broadened the age range of people participating in gaming culture. Mobile games have provided an opportunity for people who were previously relatively distant from gaming culture to embrace gaming as a routine leisure activity.
In this way, mobile games have become a form of entertainment that is relatively accessible to middle-aged and older adults, and they can serve as a medium for fostering and maintaining communication and bonds among friends and family. Through mobile games, middle-aged and older adults do more than simply experience a new form of entertainment; they also gain the opportunity to understand and share in the digital culture enjoyed by other generations. Of course, mobile games themselves do not solve problems such as generational divides or social isolation. However, it is significant that small, everyday experiences—such as playing games together, exchanging small gifts, and comparing scores while chatting—can serve as a catalyst for conversation. Mobile games can enrich the leisure lives of middle-aged and older adults—including those in their 40s and 50s—while simultaneously creating new shared experiences among family, friends, and acquaintances. The small connections formed in this way can serve as a channel for middle-aged and older adults to naturally mingle and communicate with other generations in a digital society, and they can become yet another link connecting people to one another.