Background <p>Extended Reality (XR) technologies -- encompassing virtual reality, augmented reality, and mixed reality -- are increasingly being integrated with gamification strategies to promote health among older adults. This systematic review aimed to synthesize current evidence on gamified XR applications, develop a conceptual model of gamification elements, and identify gaps and recommendations for future research.</p> Results <p>Most studies originated from Europe and were published between 2020 and 2024. The majority employed virtual reality (92.6%), with limited use of augmented or mixed reality. Interventions primarily targeted physical function, cognition, and psychosocial health, demonstrating benefits including improved balance, mobility, cognitive performance, enjoyment, and feasibility. Game elements such as “Performing” and “Conjunction” dominated, while collaboration and customization features were underrepresented.</p> Conclusion <p>Gamified XR technologies hold promises for enhancing physical, cognitive, and psychosocial outcomes among older adults, although the field remains in its early stages. Future research should expand exploration of AR and MR, incorporate interdisciplinary design with end-users, and prioritize scalable, accessible interventions tailored to diverse aging populations.</p>

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Gamification features in extended reality applications for health of older adults: a systematic review

  • Michael Joseph Dino,
  • Chloe Margalaux Villafuerte,
  • Justin Pimentel,
  • Patrick Tracy Balbin,
  • Joyline Chepkorir,
  • Janet Lopez,
  • Gerald Dino,
  • Ma. Lucita Alonzo,
  • Aura Ydda Alyne Tuiza,
  • Dan Lester Bacalzo,
  • Cheryl Briggs,
  • Ladda Thiamwong,
  • Mona Shattell

摘要

Background

Extended Reality (XR) technologies -- encompassing virtual reality, augmented reality, and mixed reality -- are increasingly being integrated with gamification strategies to promote health among older adults. This systematic review aimed to synthesize current evidence on gamified XR applications, develop a conceptual model of gamification elements, and identify gaps and recommendations for future research.

Results

Most studies originated from Europe and were published between 2020 and 2024. The majority employed virtual reality (92.6%), with limited use of augmented or mixed reality. Interventions primarily targeted physical function, cognition, and psychosocial health, demonstrating benefits including improved balance, mobility, cognitive performance, enjoyment, and feasibility. Game elements such as “Performing” and “Conjunction” dominated, while collaboration and customization features were underrepresented.

Conclusion

Gamified XR technologies hold promises for enhancing physical, cognitive, and psychosocial outcomes among older adults, although the field remains in its early stages. Future research should expand exploration of AR and MR, incorporate interdisciplinary design with end-users, and prioritize scalable, accessible interventions tailored to diverse aging populations.