The Gyeonggi-do provincial government is funding the development of social-contribution games to improve cognitive abilities for seniors and accessibility for visually impaired users [1].
This initiative seeks to bridge the digital divide by transforming gaming from a niche entertainment medium into a tool for public health and social inclusion. By targeting specific demographic gaps in technology access, the province aims to ensure that elderly and disabled citizens are not left behind as digital services expand.
Under the program, the provincial government provides a production subsidy of 30,000,000 KRW per participating game-development company [1]. These funds support the creation of software and hardware, such as tactile cubes and online content, specifically designed for users who cannot rely on traditional visual interfaces.
One such project focuses on six distinct areas of cognitive function: orientation, language ability, attention, memory, executive function, and visuospatial function [1]. These targets are integrated into training exercises that users can access through both physical cubes and digital platforms.
Lee Jeong-ho, CEO of startup 'A', said the games were developed so that users could train these six functions through cubes and online content [1]. The approach combines physical interaction with digital tracking to provide a comprehensive cognitive workout for the elderly.
By supporting these specialized developers, Gyeonggi Province is creating a framework where accessibility is a primary design requirement rather than an afterthought. The effort reflects a broader strategy to use gaming technology to combat the isolation and cognitive decline often associated with aging in a highly digitized society [1, 2].
“The provincial government provides a production subsidy of 30,000,000 KRW per participating game-development company.”
This initiative represents a shift toward 'functional gaming,' where the primary metric of success is not commercial profit but public health outcomes. By subsidizing the development of tools for the visually impaired and the elderly, Gyeonggi Province is treating digital accessibility as a basic social service, potentially creating a blueprint for other aging populations in East Asia to maintain cognitive health through technology.



