# Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging
## 5 Discussion  
This study highlights both the potential and challenges of using the Twist platform to support cognitive engagement and social interaction among older adults. The findings of this pilot study suggest that gamification can be an effective tool for promoting cognitive stimulation, digital literacy, and social engagement among older adults. The platform's game mechanics, clear objectives, and appropriate rewards motivated participants to engage with the activities. By including familiar cultural elements, such as local landscapes and traditional sayings, participants further enhanced their connection to the platform and increased memory recall. After conducting questionnaires with the participants in the research, we obtained information regarding users' familiarity with technology and games. All respondents, most of whom are daily users, use technology to connect to the Internet and communicate with others. Additionally, many use digital devices for entertainment activities such as listening to music, reading news, and watching videos. Digital communication is also important in their lives, using tools like video conferencing, instant messaging, and email. Participants feel competent in using technology. They believe they can recognize shapes and sounds on digital devices and manipulate them with their hands. Several participants indicated that they play games with technology. Some of them play several times a week or even every day. When asked about the importance of games in their lives, some mentioned that they spend time playing during the week and enjoy games that require thinking and test their memory. Game preferences vary among those who prefer to play alone, in groups, competitively, or in activities that challenge their cognitive skills. The findings also align with a growing body of literature emphasizing the benefits of gamified and immersive technologies for aging populations. For instance, research highlights that digital interventions, including gamified platforms, can support cognitive stimulation, emotional well-being, and social connectivity among older adults [7; 27]. The immersive features of Twist, such as 360-degree virtual tours, enhance user engagement by providing sensory-rich experiences, a benefit consistent with findings from immersive VR studies [28; 29]. One notable limitation of this study is the predominance of female participants, potentially skewing the findings. Prior research has shown significant gender differences in gaming preferences, with males more likely to engage in competitive features such as leaderboards. At the same time, females often prefer collaborative and narrative-driven game elements [30]. Also, males tend to engage more extensively with console-based gaming and prioritize competitive features such as leaderboards. Females are more likely to favor games like board and card games and may exhibit varied preferences for console gaming [31]. This gendered bias may explain the observed preferences for specific features of Twist. Addressing these biases in future studies is critical to ensure that the platform accommodates diverse user groups effectively. The study highlights the Twist platform's distinct advantages over traditional cognitive training tools, such as CogniFit or NeuroNation, by integrating immersive elements alongside gamified mechanics like points, badges, and levels. These features provide dual cognitive and emotional stimulation benefits, enhancing the overall user experience. This approach aligns with the findings of [PERSON] et al. (2020) [17] and [PERSON] et al. (2019) [32], who noted the value of gamification in mitigating cognitive decline through engaging and interactive formats. Furthermore, the inclusion of social features, such as forums and ranking systems, addresses isolation--a critical issue among older adults [33]. This social dimension, often missing in traditional platforms, fosters meaningful interaction and community building, as supported by research into virtual reality's role in promoting social engagement [34].