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Abstract 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.
Dino et al. (Mon,) studied this question.