###### Abstract  
Virtual reality (VR) sports games are increasingly becoming important tools for enhancing cognitive and physical health among older adults. However, current research faces several challenges. Many experimental studies utilize existing games designed for general populations, lacking those specifically tailored for older adults; small sample sizes limit the generalizability of results; and issues such as cybersickness and technology adaptability remain challenges, although progress has been made. This literature review employs the PRISMA method to assess the latest research findings on the impact of VR sports games in improving cognitive and physical functions in older adults. We conducted a search in the Web of Science and SCOPUS databases, selecting literature related to VR interventions for balance, muscle strength, memory, and concentration enhancement. From an initial pool of 1705 articles, 12 studies met the inclusion criteria. Results indicate that VR sports games significantly enhance older adults' exercise motivation through immersive experiences, while real-time feedback promotes the simultaneous improvement of cognitive and physical abilities. Furthermore, the social interaction elements within the VR environment effectively alleviate feelings of loneliness and enhance engagement longevity. Future research should focus on developing personalized and collaborative VR game designs and exploring their applications in home rehabilitation and community care to enhance accessibility and long-term effects. This review provides theoretical and practical support for the innovative application of VR technology in promoting healthy aging. It will benefit technology developers and researchers focused on the cognitive and physical health of older adults. virtual reality; exergame; older adults; cognitive and physical health 2025202025535103399/app150  
In this study, we define physical health as the ability of older adults to engage in physical activity, including strength and endurance; cognitive health pertains to functions such as memory, attention, and decision-making; and social health is related to social interactions, feelings of loneliness, and community participation. Defining these three aspects of health helps us to comprehensively understand the challenges and needs faced by older adults. The emergence of VR technology offers new possibilities for health management among this population. VR sports games, through immersive experiences, can effectively enhance older adults' motivation to exercise, improve social interactions, reduce feelings of loneliness, and promote cognitive function. For example, research has shown that VR exercise games not only improve balance and motor coordination in older adults but also enhance cognitive functions such as memory and concentration [3; 4]. Additionally, the social interaction elements in these games are designed to help alleviate loneliness and motivate older adults to participate [5]. However, despite the promising short-term intervention effects of VR sports games, current research still faces several shortcomings. Many studies fail to sufficiently incorporate feedback from elderly users during the design phase, resulting in systems that do not fully meet their needs [6]. Most research emphasizes short-term experiments with limited assessments of the long-term effects of interventions [7; 8]. Furthermore, older adults often encounter difficulties such as motion sickness and usability issues when first using VR devices, highlighting the need for simplified interfaces and adaptive training to enhance the user experience [9; 10]. Current VR game designs often follow generic models, lacking personalized adjustments to address individual differences in physical abilities and cognitive levels [11; 12]. Additionally, the high costs and technical complexities of VR devices limit their accessibility and widespread adoption in households and communities [13].