Older Adults & Mobile Gaming: Cognitive Health

Older Adults

1. Introduction

As the global population ages, cognitive health among older adults has become an urgent public health priority. By 2050, the number of people over 60 is expected to double, leading to a rise in age-related cognitive impairments, including Alzheimer’s disease and dementia. The World Health Organization has identified cognitive decline prevention as a key mental health concern due to its impact on healthcare systems and economic productivity.

Despite their growing popularity, cognitive training games marketed for older adults lack scientific validation and structured intervention protocols, making it difficult to assess their effectiveness. This review evaluates mobile gaming solutions for cognitive health, emphasizing empirical evidence, accessibility, and engagement as essential factors in determining their utility for older adults.

2. Understanding Cognitive Decline in Older Adults

The Growing Aging Population and Cognitive Challenges Among Older Adults

The increase in life expectancy has led to a dramatic demographic shift. According to global estimates, neurodegenerative diseases are expected to place significant strain on healthcare systems. Cognitive decline not only affects individual well-being but also imposes financial and caregiving burdens on families and healthcare providers.

While cognitive deterioration is commonly associated with aging, it is not inevitable. Research highlights several modifiable risk factors, including physical activity, social engagement, and structured cognitive training. Targeted cognitive interventions can help slow the progression of age-related decline and improve memory, executive function, and processing speed.

How Cognitive Training Helps Mitigate Cognitive Decline

Cognitive training involves structured exercises designed to enhance mental functions such as memory, attention, and problem-solving. Emerging studies suggest that cognitive training can contribute to neuroplasticity, reinforcing synaptic connections and counteracting cognitive decline.

Traditional cognitive training programs have limitations—often requiring physical attendance, structured courses, or costly resources. In contrast, mobile gaming applications offer an accessible, interactive solution. By integrating gamification elements, these apps can improve engagement, making cognitive training more appealing and sustainable for older adults.

However, the effectiveness of mobile gaming for cognitive health remains uncertain due to inconsistencies in design, lack of standardized evaluation, and the absence of empirical validation in app development. This review systematically assesses existing cognitive training apps, focusing on their scientific basis, accessibility, usability, and real-world effectiveness for older adults.

3. Methodology: How Cognitive Training Apps Were Evaluated for Older Adults

To assess the scientific validity and accessibility of cognitive training applications for older adults, a scoping review was conducted in alignment with the PRISMA-ScR guidelines. The research analyzed apps available on the Apple App Store and Google Play Store, focusing on their theoretical foundations, accessibility, usability, engagement mechanisms, and monetization models.

Search Strategy and Selection Criteria for Cognitive Training Apps for Older Adults

A systematic search was performed using keywords such as “Older Adults,” “Memory,” “Cognitive Training,” and “Brain Games.” The inclusion criteria were:

  • Apps must explicitly state cognitive enhancement as their primary purpose.
  • The app must have been updated within the last year.
  • Apps should be independently functional without requiring external hardware.
  • Only English-language apps were considered for standardization.

After removing duplicates, 127 apps were screened, with 14 apps meeting all inclusion criteria. The selection process is illustrated in the PRISMA flow diagram (Figure 1) from the paper.

Evaluation Parameters

Apps were systematically assessed across four key domains:

  1. Scientific Validity – whether apps were based on cognitive science or cited empirical studies.
  2. Accessibility – availability of vision and auditory support.
  3. User Engagement – mechanisms such as gamification, reminders, and tracking.
  4. Monetization Models – free access, in-app purchases, or subscriptions.

4. Key Findings: Working and Results for Cognitive Training Apps for Older Adults

The review uncovered major gaps in cognitive training apps, particularly in scientific credibility and accessibility. Below are the core findings:

4.1 Scientific Validity and Empirical Support in Cognitive Training Apps for Older Adults

Despite claiming cognitive benefits, only one app cited an RCT study as evidence of effectiveness. None of the reviewed apps included baseline cognitive screening or real-time tracking of cognitive progress.

Table 1: Scientific Basis of Reviewed Cognitive Training Apps (Adapted from the paper)

App NameEvidence-Based ClaimsScientific ValidationCognitive ScreeningUser Progress Tracking
Vita Jigsaw for SeniorsNoNoNoNo
Memory Lane GamesYes (RCT mentioned)LimitedNoNo
Oya: Alzheimer GameClaims benefits but no researchNoNoNo
Vita Word Search for SeniorsNoNoNoNo
Vita Sudoku for SeniorsNoNoNoNo

4.2 Accessibility and Inclusivity Challenges

Accessibility features varied widely across apps:

  • Vision accommodations (large text, high contrast) were present in eight apps.
  • No apps provided auditory support, limiting usability for hearing-impaired users.
  • Six apps were English-only, restricting linguistic inclusivity.

Table 2: Accessibility Features in Cognitive Training Apps

App NameVision SupportText Size AdjustmentsAuditory SupportMultilingual Accessibility
Vita Jigsaw for SeniorsYesYesNoNo
Memory Lane GamesYesYesNoNo
Oya: Alzheimer GameYesNoNoNo
Vita Word Search for SeniorsYesYesNoNo
Vita Sudoku for SeniorsYesYesNoNo

4.3 User Engagement and Monetization Models

The apps employed varied engagement strategies, including:

  • Gamification elements such as daily challenges and leaderboards.
  • Subscription-based pricing, limiting accessibility for users with fixed incomes.
  • No app included structured, science-backed cognitive tracking mechanisms.

Table 3: Monetization Models in Cognitive Training Apps

App NameFree AccessIn-App PurchasesSubscription-Based
Vita Jigsaw for SeniorsYesYesNo
Memory Lane GamesNoNoYes
Oya: Alzheimer GameYesNoNo
Vita Word Search for SeniorsYesYesNo
Vita Sudoku for SeniorsYesYesNo

5. Recommendations for Effective Cognitive Training Apps

Need for Stronger Scientific Backing Through Randomized Controlled Trials

The review highlights a critical gap in scientific validation among mobile cognitive training applications. Although many apps claim to enhance cognitive function, very few cite randomized controlled trials (RCTs) or empirical research to support these assertions. To improve credibility, developers should collaborate with neuroscientists, psychologists, and gerontologists to conduct well-structured RCTs. Such studies can evaluate real-world efficacy, tracking cognitive improvements over time.

Improvements in Accessibility—Voice Guidance, Multilingual Support

Accessibility remains a key limitation in existing cognitive training apps. While visual accommodations (e.g., larger fonts, high-contrast themes) are common, auditory support—including voice-guided navigation and text-to-speech—remains largely absent. Additionally, many apps lack multilingual support, restricting access for non-English-speaking older adults. Future apps should include adaptive accessibility features, ensuring usability across diverse populations with hearing, vision, and linguistic barriers.

Customizing Apps for Different Aging Groups (e.g., 60–70 vs. 80+ Year-Olds)

Older adults are a heterogeneous group, with cognitive needs varying significantly between younger seniors (60–70 years) and older adults (80+ years). A one-size-fits-all approach does not adequately address the distinct challenges faced by different age groups. Developers should customize cognitive training programs, tailoring difficulty levels, interface designs, and exercise pacing to meet the needs of diverse users within the aging population.

Ethical Marketing Practices—Avoid Misleading Claims About Alzheimer’s Prevention

A major ethical concern in cognitive training apps is the misleading claim that these applications can prevent or cure Alzheimer’s disease. The review found that several apps market unverified benefits, potentially giving older adults false hope. Ethical guidelines should ensure that cognitive training tools are marketed transparently, with clear disclaimers stating the extent of their benefits. Developers must avoid exploiting fear-based advertising and instead focus on validated interventions for cognitive well-being.

6. Future Outlook and Final Thoughts

The Role of AI and Bioinformatics in Advancing Personalized Cognitive Training

Artificial intelligence (AI) and bioinformatics are poised to revolutionize cognitive training, enabling personalized interventions tailored to individual cognitive profiles. By analyzing user behavior, engagement patterns, and cognitive assessments, AI can create adaptive training exercises that respond dynamically to users’ strengths and weaknesses. Integrating machine learning algorithms can help track improvements over time, offering data-driven insights into cognitive progress.

How Developers Can Enhance Credibility Through Transparent Research Integration

To increase credibility, developers should engage in open scientific collaboration, making their research methodologies transparent and accessible. Partnerships with academic institutions and healthcare professionals can validate training protocols, ensuring that applications adhere to evidence-based frameworks. Future cognitive apps should include peer-reviewed research citations and in-app links to studies supporting their methodologies.

Encouraging Evidence-Based Cognitive Interventions for Older Adults

The future of cognitive training for older adults lies in integrating science-backed interventions with accessible and engaging technology. Apps should focus on personalized solutions, incorporating adaptive feedback, structured learning approaches, and longitudinal tracking. By aligning with established cognitive science principles, developers can enhance trust, engagement, and real-world effectiveness

Reference: Yu, J.; Jung, E.; Bekerian, D.A.; Osback, C. Mobile Gaming for Cognitive Health in Older Adults: A Scoping Review of App Store Applications. Healthcare 2025, 13, 855. https://doi.org/10.3390/healthcare13080855

License: This content is based on the original research paper and is shared under the Creative Commons Attribution (CC BY 4.0) License (https://creativecommons.org/licenses/by/4.0/).