# Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging
## 4 Pilot Study
### Results  
Regarding the results related to the player experience, all participants (100%) agreed that the game rules were clear and the objectives were well-defined. They felt that the rewards offered by the platform provided appropriate recognition for their achievements. When asked about the overall enjoyment and fun of the experience, 50% \"always\" agreed that the game was enjoyable, while the remaining 50% agreed \"almost always.\" Most (84%) reported that the games were easy to learn, while 100% found the interface intuitive and accessible. They appreciated the coherence of the game's narrative, noting that it contributed to an enjoyable and believable experience. A total of 66.7% of participants believed the game's challenges were balanced to prevent frustration. However, 50% thought that the game's difficulty could be adjusted for users with less gaming experience, with some participants indicating that new challenges appeared too quickly. Concerning the TAM, 92% of participants reported that involvement in creating and using technological toolsboosted their motivation to continue using them. In addition, 66.7% expressed a desire to develop their technological skills further, and 100% of participants agreed that new technologies can enhance communication and interaction, reflecting a positive attitude toward technology as a social tool. Confidence in using more advanced tools, such as virtual reality (VR) glasses, was lower, with only 58.3% feeling confident using them, while 91.7% admitted they were yet to become proficient with VR. Despite these challenges, 100% of participants felt that participating in the workshops improved their perspective on technology, and all agreed that learning to use new tools positively impacted their self-esteem. Regarding motivation and engagement, 66.7% of participants consistently reported increased motivation throughout the gamified activities. Every participant expressed positive feelings during the session, emphasizing the games' social interaction and collaborative aspects. Participants highlighted that integrating familiar cultural references, such as local landmarks and traditional sayings, enhanced their emotional connection to the activities, stimulating cognitive engagement and memory recall. Qualitative observations were made, and as the session progressed, it was evident that participants were gaining confidence in using the digital devices provided. Initially hesitant, they became more adept at navigating the platform, indicating that the gamified approach effectively promoted digital literacy. Some participants needed help with specific game mechanics, such as timing or the speed of new challenges. Despite these issues, no one exhibited disinterest or disengagement. On the contrary, participants showed resilience, actively seeking solutions and collaborating with peers to overcome these challenges. Collaborative games fostered a strong sense of community, which participants particularly valued. Several individuals noted that the social aspect of the experience was as enjoyable as the cognitive challenges themselves. The game-specific performance of participants across the different games on the Twist platform demonstrated varying levels of cognitive engagement and completion times. For Enigma, a word game combining crosswords and puzzles, participants typically required 10-12 min to complete the activity, reflecting the cognitive effort involved in verbal recall and problem-solving. The memory-matching game Tandem was the quickest to complete, averaging 7-9 min, as its straightforward mechanics were familiar to most participants. In contrast, Triviland, a quiz blending true/false questions, multiple-choice questions, and puzzles, took approximately 8-10 min, requiring a moderate level of cognitive engagement. The most time-intensive game, Matquiz, involved mathematical puzzles that demanded focused concentration and problem-solving, with participants spending an average of 12-15 min on this activity.