1. Introduction
The 2019 revised version of the World Population Prospects predicts that by 2050 [
1], 16% of the global population, or one out of every six people, will be 65 years of age or older. This represents a significant increase from the 2019 statistics, where seniors constituted 11% of the population. Moreover, by 2050, a quarter of the populations in Europe and North America are expected to be comprised of individuals aged 65 or older. In a significant development, the United Nations World Social Report for 2023, released on 15 November 2022, revealed that the global population has reached 8 billion. As the world’s population continues to grow, the aging of the population emerges as a distinct and noteworthy trend of our era. The report estimates that there will be 761 million people worldwide aged 65 and above in 2021, with expectations that this number will increase to 1.6 billion by 2050 [
2].
In an aging society, cognitive impairment and a range of cognitive diseases, such as dementia, are major age-related public health issues among the elderly population. They are the main causes of disability, dependence, and poor quality of life [
3]. Serious games are a nondrug intervention to improve cognitive abilities. Some systematic reviews have demonstrated the effectiveness of serious games in improving cognitive abilities [
4].
The term “serious games” was coined by Clark C. Abt [
5] in the 1970s, and it is defined as a game that has a clear and well-thought-out educational purpose rather than being used primarily for entertainment. Clark emphasized that this definition does not exclude the possibility of serious games being entertaining. A more contemporary definition of serious games characterizes them as “any form of interactive computer game software that can be used by one or more players on any platform and that is developed for purposes other than entertainment” [
6]. Serious games are distinct from traditional video games because they focus on problem-solving and learning rather than mere entertainment. Despite this, they use the same media and interactive elements as recreational video games, making them engaging and enjoyable. Serious games serve as a powerful tool for helping learners develop a deep understanding of specific topics and acquire complex competencies. They represent a new and innovative medium for learning, with a particular emphasis on simulation. While they are not simulations in themselves, serious game approach educational activities by integrating the value of play into the learning process. They can be applied to various forms of simulation, including immersive simulations like virtual reality (VR) and procedural simulations [
7]. Serious games offer a unique and engaging approach to learning and skill development.
Serious games play a significant role in improving cognitive, social, and physical well-being among the elderly. Nostalgic Seekers [
8] is a cognitively based collaborative board game that provides players with cognitive exercise and social engagement and demonstrates the positive potential of incorporating augmented reality technology into cognitive gaming for older adults. Ambient assisted living (AAL) [
9] environments are specifically designed to support older adults to live independently. This study aimed to investigate the acceptability of serious games for promoting physical health in these environments. The researchers investigated the relationship between age and user diversity, performance in the games, and overall usability and acceptability assessments. It was determined that serious exergames within and outside of AAL environments can promote the health and well-being of individuals and the stability of healthcare systems.
Through the above related papers, serious games play an important role in the health of the elderly. Therefore, this study clarifies the research objectives, hoping that serious games can better serve the elderly.
This article has two main objectives: Utilizing bibliometric analysis to identify the evolutionary process of serious game technologies for the elderly. Current serious games have notable shortcomings. By employing bibliometric analysis, this study aims to identify these drawbacks, providing researchers with valuable insights to design serious games that better meet the needs and characteristics of the elderly.
However, there are fewer studies in the field of serious games for the elderly than in other fields, so bibliometric analysis can better help researchers understand this field. At present, through bibliometric analysis, a comprehensive and up-to-date review of previous research has been conducted. In this study, we focus on serious gaming for the elderly, which aims for cognitive health, such as dementia, mental health, mild cognitive impairment, physical activity, Alzheimer’s disease, and memory.
5. Future Directions
Through a rigorous analysis of emerging technologies in serious gaming for older adults, we find that the evolution of technology in this field, from early video and digital technologies to mobile phones, virtual reality, action games, ambient assistive technologies, and the advent of humanoid robots, is closely related to the visual engagement of older adults. Currently, in developed countries such as Germany, the United States, Spain, Portugal, and Greece, part of technology development is centered around visual presentation. These technologies strive to provide individuals with an immersive experience through sensory organs such as eyes and ears, thereby increasing productivity. The main contributions to the field of serious games for older adults are concentrated in developed countries. These emerging technologies are combined with this field to provide services for the Aristotle University of Thessaloniki in Greece, the University of Heidelberg in Germany, the University of Texas System in the United States, the University of Toronto in Canada, the University of Texas, etc., as well as public environmental occupational health, researchers in related disciplines such as medical informatics and healthcare science services such as Fleming Theresa M., Manera Valeria and Stephanidis Constantine, etc., provided the impetus for the research.
Currently, we observe a relatively monolithic approach to addressing cognitive problems in older adults, with most interventions using serious games that are visualized on mobile devices or computers. We still believe that this approach may not allow older adults to fully experience serious game training. At the same time, it can also cause certain damage to the sensory organs of the elderly. However, integrating rich tactile feedback technology with wearable devices provides an effective way to solve this problem.
The provision of rich skin stimulation, whether for individuals with disabilities or for the general population engaging in serious games, has shown remarkably therapeutic effects. Rich skin stimulation can offer diverse feedback for serious games tailored to elderly individuals. Both visually impaired and hearing-impaired elderly individuals can utilize such a device for corresponding therapeutic serious games. We believe that the widespread adoption of this device could potentially alter the trends in designing serious games for the elderly.
The ability to discern sensations on the skin through training may potentially reduce chronic pain caused by sensory motor disorders and enhance sensory motor function. Currently, there is no device available to systematically provide rich skin stimulation suitable for training programs for individuals with limb loss or severe sensory impairments. This study describes the development and validation of a noninvasive wearable device aimed at delivering tactile stimulation in a repetitive and safe manner. The objective of this research is to design and test a wearable device capable of providing rich somatosensory stimulation, ultimately intended for structured interventions in pain and/or functional rehabilitation [
66].
Ensuring that these devices conform to ergonomics and usability standards is crucial. Wearable devices have been extensively utilized in virtual reality tasks, prompting researchers to continually enhance their design. Ongoing technological breakthroughs and improvements enable wearable devices to better serve the design of serious games for the elderly. This advancement allows the elderly population to have an improved experience with the content of serious games, thereby enhancing the effectiveness of therapeutic interventions.
Wearable tactile devices are used to present the sense of touch in different scenarios, including virtual reality, simulation, or remote operation. Its design must take into account ergonomic and usability constraints. A balancing effect needs to be achieved between balancing actuator size and presenting tactile stimulation characteristics. This study proposes a new approach to the design of wearable tactile devices: a micro–macro actuation concept. This has been shown to better match the output range of the actuator with the signal characteristics used in typical tactile rendering. The researchers studied the method through analytical models, numerical models, and physical experiments performed after designing and developing working prototypes. Design guidelines are defined for the development of real devices through theoretical and simulation models of the dynamic interaction of system components. The design solution employed has been implemented and evaluated in a prototype of a highly wearable fingertip device. The final experimental results show that the implementation of the method proposed in this study can effectively achieve tactile feedback [
67].
Rich skin stimulation combined with wearable devices that provide tactile feedback can reduce the elderly’s dependence on screen-based visual cues. For example, when treating mild cognitive impairment in the elderly, they do not need to keep an eye on the screen to understand every step of the process. Instead, skin stimulation can remind them of errors or obstacles during the operation. Wearable devices can present a variety of tactile sensations, allowing the elderly to associate each tactile feedback with a specific operation, thereby reducing their dependence on vision and promoting treatment.
The researchers believe that combining the A-Maze-D system [
68] with tactile feedback technology and external devices is a good example, such as combining the maze game design capabilities of the A-Maze-D system with tactile feedback technology, designing tactile feedback patterns based on events and objects in the game. For example, maze walls, props, etc., can have different vibration patterns. Appropriate external devices, such as gloves, vests, or special controllers, should be chosen and integrated with the game system. At the same time, software interfaces should be developed so that the external device can receive input from the A-Maze-D system and respond to events in the game in real time.
The most important aspect of this study is the identification of the shortcomings of serious games for the elderly. Serious games, which are intended to have a positive effect on the cognitive, physical, and mental health of the elderly, have been found to cause certain damage to their sensory organs, a development that researchers find concerning with society now entering an aging phase; it is imperative that such designs be urgently revised. This study proposes a solution to address this issue, aiming to improve the design direction of serious games for the elderly, provide comprehensive treatment without compromising their vision, and enhance the quality of care for the elderly.
6. Conclusions
From 2020 to 2023, the number of papers and citations in the field of serious games for the elderly increased sharply in these 4 years until reaching a peak in the past 2 years. We have every reason to believe that in order to better respond to the global aging trend, more researchers will invest in research in this field.
Developed countries like Germany, Portugal, Canada, and the United States have shown relatively strong interest in research in the field of serious games for the elderly. There are several reasons contributing to this phenomenon, including the technological advancement of developed countries, government policies and economic support, the availability of more excellent researchers and renowned publishers, and the widespread aging population. These factors have collectively propelled these countries to a leading position in this field.
Excellent publishers in this field include Jmir Publications, Inc., Frontiers Media Sa, and MDPI. Notable publications from these publishers include Jmir Serious Games, Frontiers in Aging Neuroscience, and the International Journal of Environmental Research and Public Health. Their impact factors are all equal to or greater than 4.0, and their citation indices are equal to or greater than 0.92.
The most noteworthy papers in this area include “Seven Grand Challenges in Human-Computer Interaction”. This article investigates seven key challenges posed by the rapid development of current and emerging technologies towards smarter interactive technologies. Moreover, it adopts a humanistic and social value-oriented perspective to explain the impact of emerging intelligent interactive technologies on human life from the personal and social levels. The article “Serious Games and Gamification for Mental Health: Current State and Promising Directions” contributes to the field by exploring the potential and opportunities for Internet-based mental health interventions and demonstrates the feasibility of translating traditional evidence-based interventions into computer game formats and using computer games to effect therapeutic change”. In the study ‘Kitchen and Cooking’, A Model for Mild Cognition Disorders and Alzheimer’s Disease: A Pilot Study”, the game employs a cooking scenario to evaluate and motivate executive functions and practical abilities. Self-reported outcomes, along with data regarding game performance, confirmed the overall acceptability of the “Kitchen and Cooking” game among patients with MCI, AD, and related disorders, as well as its utility for training purposes. Interestingly, the results also affirmed the suitability of the game for emotionally detached patients. The paper “Ecological Validity of Virtual Reality Activities of Daily Living Screening for Early Dementia: A Longitudinal Study” focuses primarily on cognitive health and mental health in older adults. We believe that scholars interested in researching this area will benefit from reading these papers as they provide valuable insights and perspectives.
Key figures in this field include Fleming Theresa M., Manera Valeria, Stephanidis Constantine, and Konstantinidis Evdokimos. Together, they have authored a total of 516 papers in relevant domains. Among them, Fleming Theresa M. has the highest H-Index score of 28, indicating a significant impact in this field.
The research scope of this field primarily encompasses public environmental occupational health, medical informatics, healthcare science services, neuroscience neurology, geriatrics gerontology, psychology, and psychiatry. It covers various aspects of health for the elderly population, including cognitive, physical, and psychological health, aiming to ensure the provision of excellent services for the elderly population. The institutions contributing the most to this field include Aristotle University of Thessaloniki from Greece, Ruprecht Karl University Heidelberg from Germany, the University of Texas System, the University of Texas Medical Branch Galveston from the United States, and the University of Toronto from Canada. Together, they contribute to 21.3% of the total share of papers in this field.
With the advancement of science and technology, the evolution of serious games for the elderly has shifted from simple two-dimensional displays to three-dimensional spaces, aiming not only to make the content visible but also to make the elderly feel immersed in the game. Perhaps combining rich tactile feedback technology with wearable devices can provide effective solutions to address some of the challenges encountered by the elderly when using serious games.
This study fills the gap in the problem of further visual damage to elderly people with visual impairment or those who are experiencing vision loss when using serious games.
Serious games for the elderly involve multiple fields, such as gerontology, cognitive science, and game design. The study might not fully integrate insights from all relevant disciplines, potentially limiting the comprehensiveness of the analysis. In addition, the limitation of this study is that the researchers only used the WOS database for literature search, which limited the language and time range of the literature, and these factors may affect the in-depth understanding of the research field.