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.
Guarente et al. (2026) studied this question.