understanding of technologies (Plowman, McPake, & Stephen, 2008). In contrast, research has indicated that there are more reflexive uses of technologies amongst older adults (Hyvönen, Romero, Hakkarainen, & Impiö, 2013), who often analyze the potential of technologies before deciding to use them. This way of thinking technological usage by older adults tends to be less impulsive than the trial-and-error discoveries of the younger users of technologies (Boyd, 2014). Because of the higher degree of critical thinking towards the use of technologies among older adults observed within the CoCreat Lifelong Learning project (Hyvönen et al., 2013; Romero, Hyvönen, & Barberà, 2012), we cannot assume that older adults who do not show ‘unconditional techno enthusiasm’ are ICT illiterates or have difficulties in using ‘new’ technologies ; their reflexive appreciation of technological artefacts leads to different engagements with technologies, which may be less intensive in terms of ICT frequency and time-on-task and more oriented towards the accomplishment of predefined communicational goals, creative activities or information searching. While this suggests different intergenerational learning styles, it is difficult to predict or define levels of ICT literacy or the degree of interest in technologies by younger or older generations that considers age as the only significant factor. Despite the discussion of the existence and advantages of the so-called ‘digital natives’ in terms of ICT skills (Bennett, Maton, & Kervin, 2008) and the myth of the homogeneity of older adults in their relation to technologies (Mitzner et al., 2010), there is a growing corpus of evidence that point to a high level of diversity within age cohorts and much variability regardless of the age of the subject (De Schutter, 2015; De Schutter & Malliet, 2014). In our experiences with intergenerational game-development, we have observed both highly connected, gizmo-oriented older adults as well as technophobes and techno-agnostics among children and teens (Plowman & McPake, 2013). The main argument for the existence of digital natives, is that technology creates a gulf between generations and that these differences become innate because users are born into different generational cohorts. By staging learning experiences that allow end-users from different age groups to show their digital diversity and creativity these arguments can be addressed and redressed. This article contributes to our understanding of these critiques through a reflexive self-examination of game creation as an opportunity for learning-by-doing at different stages of the lifespan and as an opportunity for intergenerational learning (Romero, 2015).