Quasi-experimental study assesses gamification's impact on wellbeing in seniors, suggesting engagement benefits.
Technology plays a significant role in the sustainability of indoor virtual travel and physical activity, providing immersive and interactive experiences. In that vein, combining with gamification might be a powerful tool to enhance engagement, foster motivation and promote positive behavioral changes. The purpose of this quasi-experimental study is to assess the impact of gamification strategies in indoor virtual cyclotourism for an active and healthy ageing. A total of 150 participants aged 51–101 years old, divided into an experimental group and a comparison group (both groups with mean age of 79 years old), tested an indoor virtual cyclotouristic experiment with and without gamification. The positive and negative affect, and health perception were assessed using PANAS and EQ-5D-5 L scales before and after the experiment, whereas the gamification technology acceptance was evaluated post-experiment with an extended technology acceptance questionnaire. Findings suggest that participants tend to prefer the gamified indoor virtual cyclotourism in comparison to the non-gamified. Participants acknowledged the perceived usefulness and ease of use of gamification, highlighting the enjoyment and behavioral intention towards sustainable active and healthy ageing. Additionally, improvements in wellbeing perception and positive emotions were noticeable after the experiment, suggesting that indoor virtual cyclotourism is a good tool and that gamification is well-accepted by senior citizens.
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Ortet et al. (2026) studied this question.
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