Abstract
The aging population worldwide has led to an increased prevalence of falls among older adults, resulting in fractures, loss of mobility, and increased dependency. This systematic review analyzed the effectiveness of gamification and virtual reality in preventing falls and improving balance in older adults, promoting active aging. Studies published between 2019 and 2024 were analyzed in the Google Scholar, PubMed (Medline), and Lilacs (BVS) databases, considering clinical trials and observational studies with individuals over 65 years of age. The results indicate that the inclusion of gamification with conventional physiotherapy can be effective in improving balance, muscle strength, and cognitive function in older adults, reducing the risk of falls and promoting independence. Due to its playful and motivating nature, it facilitates adherence, just as virtual reality offers an immersive experience that reduces the fear of falling. It is concluded that these interventions require more research to personalize the games and adapt the technologies to the specific needs of the elderly population. Furthermore, it is essential to investigate the long-term effects of gamification and its integration into public health programs.
Published Version
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