Gamification, Exergames, and Digital Games in Older Adults Aged 75 and Over: Age-Dependent Effects on Well-being, Quality of Life, and Social Engagement – A Scoping Review
Abstract
This scoping review will map the available evidence on gamification, exergames, and digital games—including VR-delivered game-based interventions—aimed at supporting health and well-being in adults aged ≥75 years. We will describe the types of interventions and technologies used, study designs and settings, and the outcome domains most frequently reported, highlighting gaps to inform future research and implementation in very old populations.
Fields of Study & Subjects
Educational Games and Gamification
Technology Use by Older Adults
Physical Activity and Health
Publication details
- Publication date
- 1 January 2026
- Language
- EN
- Document type
- Preprint