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February 2, 20260 citationsOpen Access

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

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LGLuca GuarenteDIDhurata IvzikuMLMarzia Lommi

Key Points

  • To explore how gamification, exergames, and digital games influence health and well-being in adults aged 75 and older.
  • Conducted a scoping review of existing literature
  • Analyzed types of interventions and technologies used
  • Included various study designs and settings
  • Reported on outcome domains relevant to well-being
  • Identified significant gaps in current research
  • Highlighted various types of games and their effects on social engagement
  • Noted differences in effectiveness based on age-related factors

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.

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Cite This Study

Guarente et al. (2026) studied this question.

synapsesocial.com/papers/6980fdc7c1c9540dea80f6f5https://doi.org/10.17605/osf.io/3uk28
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