Document Type

Article

Publication Title

Healthcare Switzerland

Department

Counseling and School Psychology

ISSN

22279032

Volume

13

Issue

8

DOI

10.3390/healthcare13080855

First Page

1

Last Page

15

Publication Date

4-9-2025

Abstract

Background: 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. Methods: 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. Results: 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. Conclusions: 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.

Creative Commons License

Creative Commons Attribution 4.0 International License
This work is licensed under a Creative Commons Attribution 4.0 International License.

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