“…Existing research ( De la Hera et al , 2017 ; Voida & Greenberg, 2010 ; Voida & Greenberg, 2009 ; Wang et al , 2018 ) and the work presented by Flynn (2003) , illustrates how videogames can enhance interaction within the physical space(s) with other gamers, and adults alike. During this unprecedented time in society, COVID-19 is impacting many physical spaces and ecosystems ( Marston et al , 2020 ; Sheerman et al , 2020 ; White et al , 2020 ), be it a community group, a family, middle-aged or older adults living on their own, or a keyworker. Yet, videogames and their peripheral technologies can and do have a role to play in continuing and enhancing social connections, relationships and engagements, from within the ecosystem and/or across WiFi communications.…”