# Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging
## 6 Conclusions  
This pilot study provides preliminary evidence supporting the potential of gamified platforms, such as Twist, in enhancing cognitive engagement, digital literacy, and technological acceptance among older adults. By integrating gamified elements with immersive experiences, Twist offers a novel approach to promoting active aging, addressing this population's critical needs for cognitive stimulation, motivation, and social interaction. The findings suggest that gamified interventions effectively foster positive attitudes toward technology and enhance self-perceived cognitive abilities. Participants reported high satisfaction with the platform, particularly appreciating the intuitive design, clear objectives, and rewarding game mechanics. The platform also demonstrated its potential to improve digital skills, as participants engaged in interactive activities that facilitated learning and enjoyment. Despite these promising outcomes, challenges related to difficulty balance and the pace of introducing new challenges highlight areas for refinement. A key strength of the platform lies in its ability to bridge cognitive engagement with social interaction. Features such as forums and leaderboards encouraged community-building, addressing issues of isolation often faced by older adults. This aligns with existing research emphasizing integrating social dimensions into cognitive training tools to enhance overall well-being. However, the study also revealed limitations in accessibility, particularly concerning the use of advanced technologies such as virtual reality glasses. These challenges underscore the need for simplified interfaces and robust training modules to ensure inclusivity for users with varying levels of technological familiarity. The small sample size and short study duration represent significant limitations, restricting the generalizability of the findings. The predominance of female participants may also have influenced the observed engagement patterns, reflecting gendered biases in gaming preferences. Additionally, the single 60 min session provided insights into short-term engagement but did not allow for an evaluation of the platform's sustained impact on cognitive health, social connections, or digital skills. Future research should address these limitations by conducting longitudinal studies with larger and more diverse participant samples. Including control groups will help to assess the benefits of Twist compared to traditional cognitive training tools. Expanding the platform's features to include cooperative games, customizable user experiences, and real-world cognitive tasks will further enhance its applicability and user engagement. Moreover, incorporating user-generated content and achievements tied to time spent or accomplishments within the platform could provide additional motivation and enrichment. While Twist remains a prototype, this pilot study demonstrates its potential as an innovative tool for active aging. The platform's integration of gamified and immersive elements provides a foundation for fostering cognitive engagement and social interaction. However, further refinement and comprehensive evaluation are necessary to validate its long-term effectiveness. As a step toward leveraging gamification and immersive technologies, Twist highlights the promise of digital interventions in supporting aging populations' cognitive and emotional well-being. This research contributes to the growing evidence base on the role of gamification in promoting active and inclusive aging, offering valuable directions for future studies and platform development. Writing C.S.G.-G.; supervision, C.S.G.-G. and F.L.G.-V.; investigation, L.C.-R. and E.N.-G. All authors have read and agreed to the published version of the manuscript. This work has been supported by the PERGAMEX ACTIVE project, Ref. RTI2018-096986-B-C32 and the PLEISAR-Social Ref. PID2022-136790 OB-C33 funded by the Ministry of Science and Innovation, Spain.