# Gamification, Exergames, and Digital Games in Older Adults Aged 75 and Over: Evidence on Well-Being, Quality of Life, and Social Engagement—A Scoping Review

**Authors:** Dhurata Ivziku, Valentina Vanzi, Luca Guarente, Francesca Reato, Elisabetta Zuchi, Simona Ricci, Maria Ymelda Tolentino Diaz, Cesar Ivan Aviles Gonzales, Marzia Lommi

PMC · DOI: 10.3390/healthcare14040470 · Healthcare · 2026-02-12

## TL;DR

This review finds that game-based interventions for adults over 75 focus on physical outcomes, with limited data on quality of life and social engagement.

## Contribution

The study highlights the need for age-disaggregated reporting and broader outcome measures in game-based interventions for older adults.

## Key findings

- Exergames are the most studied intervention type for adults aged ≥75, focusing on physical-function outcomes.
- Quality of life and social outcomes are reported inconsistently in studies involving older adults.
- Many studies do not provide extractable results for the ≥75 age subgroup, highlighting a research gap.

## Abstract

What are the main findings?
In adults aged ≥75, evidence on game-based digital interventions is concentrated in supervised exergames, evaluated mainly through physical-function measures, with QoL and social outcomes reported less consistently.A persistent gap is limited age-disaggregated reporting, as many mixed-sample studies do not provide extractable results for the ≥75 subgroup.

In adults aged ≥75, evidence on game-based digital interventions is concentrated in supervised exergames, evaluated mainly through physical-function measures, with QoL and social outcomes reported less consistently.

A persistent gap is limited age-disaggregated reporting, as many mixed-sample studies do not provide extractable results for the ≥75 subgroup.

What are the implications of the main findings?
Studies should routinely report age-disaggregated outcomes (≥75 vs. <75) and use multidimensional, standardized outcome sets that include QoL and social well-being.Implementation research should test safe, acceptable delivery for ≥75 populations and compare supervised institutional models with scalable home/community formats.

Studies should routinely report age-disaggregated outcomes (≥75 vs. <75) and use multidimensional, standardized outcome sets that include QoL and social well-being.

Implementation research should test safe, acceptable delivery for ≥75 populations and compare supervised institutional models with scalable home/community formats.

Background/Objectives: Population ageing is accelerating, and adults aged ≥75 years (the “very old”) have distinct functional, cognitive, and social needs. Game-based digital interventions—including exergames, serious/digital games, and gamification—may promote multidimensional well-being; however, findings are often reported for broad “older adult” samples without age-disaggregated results. This scoping review mapped the use and effects of game-based digital interventions in adults aged ≥75 years and assessed how frequently studies reported age-specific outcomes. Methods: The review was conducted in accordance with JBI guidance. PubMed, CINAHL, PsycINFO, Scopus, and Web of Science were searched. Records were screened in Rayyan by two reviewers. Data were extracted using a standardized charting form, and outcomes were classified into predefined outcome domains and implementation-related categories. Results: Nineteen studies were included, predominantly European and largely conducted in supervised institutional settings. Exergames were the most common intervention type. Physical outcomes were reported most frequently, whereas cognitive, emotional, social, and quality-of-life outcomes were assessed less consistently. Conclusions: In adults aged ≥75 years, evidence on game-based digital interventions is mainly based on supervised exergame programmes and emphasizes physical-function outcomes, while age-disaggregated reporting and person-centred outcomes remain limited. Future research should routinely report results specific to participants aged ≥75 and broaden outcome assessment to better inform intervention design for the very old.

## Full-text entities

- **Diseases:** frailty (MESH:D000073496), mobility limitations (MESH:D051346), mood (MESH:D019964), functional (MESH:D003291), fatigue (MESH:D005221), fear (MESH:C000719212), sensory deficits (MESH:D012678), irritability (MESH:D001523), AD (MESH:D000544), Anxiety (MESH:D001007), injury to (MESH:D014947), neurological conditions (MESH:D019636), Parkinson's disease (MESH:D010300), blurred vision (MESH:D014786), pain (MESH:D010146), chronic diseases (MESH:D002908), cognitive impairment (MESH:D003072), Alzheimer's Disease:13 (MESH:C567000), Depression (MESH:D003866), heart failure (MESH:D006333), Dementia:19 (MESH:D003704), agitation (MESH:D011595), visual fatigue (MESH:D001248), health (OMIM:603663), Malnutrition (MESH:D044342)
- **Species:** Homo sapiens (human, species) [taxon 9606]

## Full text

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## References

43 references — full list in the complete paper: https://tomesphere.com/paper/PMC12940992/full.md

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Source: https://tomesphere.com/paper/PMC12940992