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Distilling the key insights…
Game-based and gamified interventions represent a promising, engaging supplement to traditional physiotherapy for improving balance among community-dwelling older adults. By integrating game mechanics such as real-time feedback, progression systems, and adaptive difficulty, these technologies successfully enhance motivation and adherence to physical activity. The primary thesis suggests that while these digital tools offer a viable pathway for reducing fall risk, their clinical efficacy remains nuanced and dependent on the specific balance metrics being evaluated.
Analysis of nine randomized controlled trials reveals statistically significant improvements in dynamic balance, specifically regarding performance on the Berg Balance Scale and the Functional Reach Test. Conversely, these interventions do not demonstrate a consistent, statistically significant pooled effect on functional mobility or static balance, as measured by the Timed Up and Go and Single-Leg Stance tests. While participants consistently report positive perceptions of gamified training, the current body of evidence is constrained by methodological heterogeneity, small sample sizes, and the inherent difficulty of blinding participants in exercise-based research.
Future research must transition toward larger, standardized trials that prioritize the direct measurement of fall incidence rather than relying solely on proxy balance metrics. To fully validate the clinical utility of these interventions, investigators should examine the impact of specific game design elements and user-centered features across diverse socioeconomic contexts. Establishing a more rigorous evidence base will be essential to confirm whether these technologies provide long-term, sustainable benefits for physical performance and psychological outcomes like self-efficacy in aging populations.
International Journal of Serious Games · 2026