J. EDUCATIONAL TECHNOLOGY SYSTEMS, Vol. 40(1) 45-58, 2011-2012 COMPUTER GAME-BASED LEARNING: PERCEPTIONS AND EXPERIENCES OF SENIOR CHINESE ADULTS FEIHONG WANG BARBARA B. LOCKEE JOHN K. BURTON Virginia Polytechnic Institute and State University, Blacksburg ABSTRACT The purpose of this study was to investigate senior Chinese adults’ potential acceptance of computer game-based learning (CGBL) by probing their per- ceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center in Lishui, China participated in this study. Multiple data collection methods were applied, including a survey and a follow-up interview. The interview data was reported as a descriptive story to augment the survey findings. Results of the study disclosed that most participants perceived computer game play positively. They believed playing computer games contributed to their learning of computer skills and improved their life satisfaction. Retired senior adults normally have fewer opportunities to communicate with the outside world. As a result, they are more at risk of social isolation than younger people (Lubinski, Morrison, & Rigrodski, 1981; Revenson, 1990). Computers, especially the communicative potentials offered by the computer-based com- munication systems, have a potential to bring senior adults out of their isolated 45 Ó 2011, Baywood Publishing Co., Inc. doi.10.2190/ET.40.1.e http://baywood.com