journal article·2024-11-24Open access

Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging

Eduardo Nacimiento-García, Carina S. González-González, Lorena Colombo-Ruano, Francisco L. Gutiérrez-Vela

Applied Sciences· Volume 14· Issue 23

Abstract

With the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing a practical and tailored gamified platform to foster active aging in older adults. This platform was designed to incorporate game elements such as points, badges, levels, rankings, achievements, and immersive 360-degree images to provide a realistic and captivating user experience. Six distinct games and challenges have been developed through an extensive and iterative design process, each carefully calibrated to accommodate the aging population’s diverse cognitive abilities and interests. By combining the engagement-enhancing features of gamification with the immersive realism of 360-degree images, our platform offers a gamified and immersive solution for older adults. The gamified experiences are enjoyable and directly target cognitive functions, enhancing memory, attention, and problem-solving skills. The platform’s design has been refined through user feedback and usability testing, ensuring its relevance and effectiveness in real-life scenarios. The outcomes of this research shed light on a practical approach to active aging, emphasizing the importance of incorporating gaming experiences to engage and stimulate older adults. This study provides insights for the design and implementation of future interventions aimed at promoting digital literacy and technological proficiency among older populations, ultimately contributing to their active and fulfilling participation in the digital age.
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Research context

OpenAlex topics: Technology Use by Older Adults · Educational Games and Gamification · Mind wandering and attention

SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.

Affiliations

Instituto Universitario de Estudios de las Mujeres, Universidad de La Laguna, 38200 Canarias, Spain

Departamento de Lenguajes y Sistemas Informáticos, Universidad de Granada, 18012 Granada, Spain

Funding

Ministry of Science and Innovation, Spain · Canary Islands Agency for Research, Innovation, and Information Society of the Ministry of Economy, Knowledge and Employment · European Social Fund (ESF) Integrated Operational Program of the Canary Islands 2014–2020

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