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The impact of video games on the promotion of active aging: a medical perspective

José Matheus Nascimento and Karina Bustamante Galarza

Gamification and Augmented Reality, 2025, vol. 3, 105

Abstract: Introduction: currently, population aging is one of the key concerns for healthcare systems and governments, requiring new alternatives to improve quality of life. The rise of technology has made video games and virtual reality widely used in various areas of society, making their use in healthcare unsurprising. Objective: to analyze the potential of video games as a therapeutic tool to promote well-being and health in old age. Method: a search was conducted for articles published between 2000 and 2024 through PubMed, Google Scholar, and ChatGPT, focusing on the potential of video games for healthy aging. The following MESH terms were used: "Aging" AND "Cognitive function"; "Exergames" AND "Older adults"; "Video games" AND "Life quality." Development: video games in active aging programs improve physical fitness, mental health, and quality of life in older adults. Tools like Kinect and iPACES™ promote functional independence, reduce depression, improve memory and executive function, encourage self-management of health, and facilitate communication with healthcare professionals. Conclusions: the reviewed studies clearly highlight the benefits of using exergames and virtual reality systems in physical and cognitive training programs for older adults. The integration of these innovative technologies not only improves functional fitness and quality of life but also has a significant positive impact on mental health and cognitive function

Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:dbk:gammif:v:3:y:2025:i::p:105:id:105

DOI: 10.56294/gr2025105

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