Two significant problems among the elderly community are those of social isolation and the cognitive decline that occurs as we age. These problems can be readily compounded (for example, reduced levels of attention are associated with an increased risk of falling). Keeping active is commonly advised to reduce these problems - many senior groups exist that meet regularly and engage in activities that encourage social interaction. However, mobility and other problems mean that elderly people may not be able to attend such groups very often, if at all. To address this problem, we set out to create an experience that confers the same benefits (increasing social connectedness and inhibiting cognitive decline) without users having to leave their homes. Our user group selected one of the games they play together, Memory, a game that requires players to closely attend to their experience. We designed and developed a digital multiplayer version of Memory for browser and tablet targeted at elderly users. The game is integrated into a custom social network, and enables users to talk and play without having to be in the same physical space. It also incorporates user-generated content from the social network. A pilot study has been carried out with two user groups across two European countries. It investigates whether the experience of playing a physical game between players in present the same physical space differs significantly from playing in different locations using the digital version of the game. In order to uncover differences, the study compared how intrinsically motivating each experience is. In the study, which uses within-subjects design, the users played Memory with real cards together in the physical space and afterwards completed the Intrinsic Motivation Inventory (IMI). The users also played the digital version of the game via the social network, this time where users are in different locations using a PC, Smart TV, or Tablet, and communicate using VOIP, and afterwards completed the IMI. The data collected was analysed and used to inform semi-structured interviews. This paper presents findings from the pilot study, and from these findings outlines the main study and future work in investigating and improving the game's benefits.