Gamification in older adults: a challenge and opportunity in gerontology

Authors

Keywords:

Active ageing, Gamification, Gerontology, Comprehensive care, Health Promotion

Abstract

Gamification is a strategy derived from game dynamics, applied in educational settings to integrate playful elements into the learning process. This methodology has shown a positive impact on the autonomy and overall well-being of older adults by focusing on cognitive and motor stimulation, as well as fostering the acquisition of new knowledge in various aspects of daily life. Through play, reasoning and problem-solving skills can be developed, enabling older adults to remain mentally active and reducing the risk of cognitive decline. Moreover, gamification encourages socialization and interaction, contributing to a sense of solidarity and social cohesion. Therefore, gamification is proposed as a comprehensive approach that addresses physical, mental, and social dimensions, offering an alternative to enhance the quality of life and independence of aging individuals while promoting active and healthy ageing.

Downloads

Download data is not yet available.

Author Biography

  • Pedro Aguilar Machain, Universidad de Guanajuato

    Doctorante en Educación, Universidad de Guanajuato, Profesor Tiempo Parcial,

References

An, S., Cheung, C. F., y Willoughby, K. W. (2024). A gamification approach for enhancing older adults’ technology adoption and knowledge transfer: A case study in mobile payments technology. Technological Forecasting and Social Change, 205(123456), 123456. https://doi.org/10.1016/j.techfore.2024.123456

Cornellà, P., Estebanell, M., Brusi, D. (2020). Gamificación y aprendizaje basado en juegos. Enseñanza de las Ciencias de la Tierra, 28(1), 5-19. https://raco.cat/index.php/ECT/article/view/372920.

Encalada, O.M.C., y Varguillas, C.C.S. (2023). Programa de estimulación cognitiva para la inclusión intergeneracional del adulto mayor mediante la lúdica. Prometeo Conocimiento Científico, 3(2), e46. https://doi.org/10.55204/pcc.v3i2.e46

García-Casaus, F., Cara-Muñoz, J.F., Martínez-Sánchez, J.A., y Cara-Muñoz, M.M. (2020). La gamificación en el proceso de enseñanza-aprendizaje: una aproximación teórica. Logía, educación física y deporte, 1(1), 16-24. https://dialnet.unirioja.es/servlet/articulo?codigo=7643607

Liang, M.-H., y Kuo, S.-H. (2025). Systematic review on health literacy through game-based educational interventions in older adults. Educational Gerontology, 1–14. https://doi.org/10.1080/03601277.2025.2470273

Machado, L., Maissiat, J., Behar, P., y Biazus, M. (2011). Pedagogia, Andragogia e Gerontogogia: utilizando objetos de aprendizagem ao longo da vida. Jornada de Atualização em Informática na Educação, 1(1). http://milanesa.ime.usp.br/rbie/index.php/pie/article/view/1311

Mohammed, N., Saleem, A. N. S., y Anwar, M. (2024). Gamification Application for Promoting and Encouraging Physical Activity in the Elderly. Eurasian Journal of Science and Engineering, 10(2), 225-240. https://doi.org/10.23918/eajse.v10i2p16

Moyao-García, D. (2022). El envejecimiento, un camino que empezamos a recorrer. Revista mexicana de anestesiología, 45(2), 79-81. https://doi.org/10.35366/103880

Nacimiento-García, E., González-González, C. S., Colombo-Ruano, L., y Gutiérrez-Vela, F. L. (2024). Gamification and immersive experiences: A gamified approach for promoting active aging. Applied Sciences (Basel, Switzerland), 14(23), 10880. https://doi.org/10.3390/app142310880

Ortega Morán, J. F., Pagador, J. B., Gilete Preciado, V., Moyano-Cuevas, J. L., Rodríguez Domínguez, T., Santurino Muñoz, M., y Sánchez Margallo, F. M. (2024). A serious game for cognitive stimulation of older people with mild cognitive impairment: Design and pilot usability study. JMIR Aging, 7, e41437. https://doi.org/10.2196/41437

Rodríguez, M. R. (2018). Gamificación de la alfabetización digital en mayores según los estilos de aprendizaje y actividades polifásicas. Revista De Estilos De Aprendizaje, 11(22). https://doi.org/10.55777/rea.v11i22.1085

Sánchez, C.P.P., Huilcapi, M.R., y Guevara, A.G. P. (2022). Estudio del desarrollo cognitivo del adulto mayor: pautas para una propuesta. Universidad Y Sociedad, 14(S1), 334–348. https://rus.ucf.edu.cu/index.php/rus/article/view/2636

Souza-Martins, M.D., Ligarretto-Feo, R., Ramos-Villarreal, K. V., y Tibaduiza, J. (2023). Andragogía y motricidad humana en adulto mayor: Una propuesta para el Buen Vivir. Estudios Pedagógicos, 49(Especial), 79–97. https://doi.org/10.4067/S0718-07052023000300079

Van Gaalen, A.E.J., Brouwer, J., Schönrock-Adema, J., Bouwkampo-Timmer, T., Jaarsma, A.D.C. y Georgiadis, J.R. (2020). Gamification of health professions education: a systematic review. Advances in Health Sciences Education. 26, 683–711. https://doi.org/10.1007/s10459-020-10000-32020

Wang, Y.-H. (2024). Understanding senior adults’ needs, preferences, and experiences of commercial exergames for health: Usability study. JMIR Serious Games, 12, e36154. https://doi.org/10.2196/36154

Portada La gamificación en personas adultas mayores

Published

2025-12-19

How to Cite

Aguilar Machain, P. ., & Guerrero Castañeda, R. F. (2025). Gamification in older adults: a challenge and opportunity in gerontology. SIBIUAS Revista De La Dirección General De Bibliotecas, 6, 55-61. https://revistas.uas.edu.mx/index.php/SIBIUAS/article/view/1021