The purpose of the study is to explore the possibility of utilizing somatosensory video games (SVGs) to promote institutionalized older veterans to participate regular exercises in senior institutions in Taiwan. Twenty-three veterans voluntarily completed 30-minute Wii Fit Plus for 3 time/wk for 8 weeks. Participation observation and informal conversation were two major qualitative research methods to collect responses and feedback of veterans who participants SVGs, co-workers, and facilitators. Constant comparison was utilized to analyze the qualitative information with QSR Nvivo7. The results identified that immediately feedback, competition, companionship, challenges, close to grandchild and fun are reasons to attract older veterans to keep involved with SVGs. The finding showed that SVGs are viable way to attract institutionalized older veterans to participate physical activities. The study implicates that enjoyment, social interaction and flow experience are keys to develop successful SVGs sessions for institutionalized older veterans.