Yu Jiadong, Jung Eunie, Bekerian D A, Osback Chelsee
California School of Professional Psychology, Alliant International University, Fresno, CA 93727, USA.
Bernerd College, University of the Pacific, Stockton, CA 95122, USA.
Healthcare (Basel). 2025 Apr 9;13(8):855. doi: 10.3390/healthcare13080855.
Mobile gaming applications are increasingly marketed as cognitive training tools for older adults, yet their scientific validity and accessibility remain uncertain. This scoping review evaluates their effectiveness and inclusivity.
A systematic search of the Apple App Store and Google Play Store identified 227 applications, with 14 meeting inclusion criteria. Apps were assessed for scientific validity, theoretical foundation, accessibility, cognitive targeting, user engagement, and monetization models.
While all 14 apps claimed cognitive benefits, only one cited empirical research. None included baseline cognitive assessments or progress tracking. Accessibility was limited-eight apps had visual accommodations, but none provided auditory support. Six apps were English-only, restricting linguistic inclusivity. Monetization varied, with eight requiring in-app purchases or subscriptions, posing financial barriers.
This review highlights critical gaps in the current cognitive gaming application market for older adults. Despite their popularity, cognitive training apps for older adults lack scientific validation and accessibility, limiting their effectiveness as cognitive interventions. Developers should integrate evidence-based training, adaptive assessments, and inclusive accessibility features such as voice guidance and multilingual support. Future research should prioritize longitudinal studies to assess real-world efficacy, refine interventions targeting memory, executive function, and processing speed, and enhance inclusive design for diverse aging populations.
移动游戏应用程序越来越多地作为针对老年人的认知训练工具进行营销,但其科学有效性和可及性仍不确定。本范围综述评估了它们的有效性和包容性。
对苹果应用商店和谷歌Play商店进行系统搜索,确定了227款应用程序,其中14款符合纳入标准。对应用程序的科学有效性、理论基础、可及性、认知目标、用户参与度和盈利模式进行了评估。
虽然所有14款应用程序都声称具有认知益处,但只有一款引用了实证研究。没有一款应用程序包括基线认知评估或进展跟踪。可及性有限——八款应用程序有视觉辅助功能,但没有一款提供听觉支持。六款应用程序仅支持英语,限制了语言包容性。盈利模式各不相同,八款应用程序需要应用内购买或订阅,构成了经济障碍。
本综述突出了当前针对老年人的认知游戏应用市场中的关键差距。尽管认知训练应用程序很受欢迎,但针对老年人的认知训练应用程序缺乏科学验证和可及性,限制了它们作为认知干预措施的有效性。开发者应整合基于证据的训练、适应性评估以及语音指导和多语言支持等包容性可及性功能。未来的研究应优先进行纵向研究,以评估实际效果,完善针对记忆、执行功能和处理速度的干预措施,并加强针对不同老年人群体的包容性设计。