The phenomenon of the increase of the senior population, associated to the development of information and communication technologies (ICT), has inspired several research works. Most of the studies that relate seniors and ICTs focus attention on variables such as cognition, physical situation, digital inclusion, socialization and rarely use a technology acceptance model. In this context, this study, the result of an ongoing doctoral thesis, aims to develop a model of use and acceptance of technologies, applied to online games, considering the senior user. As a conclusion, it is suggested to apply the proposed model with the intention of refining it or consolidating it as valid.