“The results indicated that exergames positively impacted mood in older adults, reducing tension, anger, fatigue, confusion, and depressive symptoms, while promoting engagement, immersion, and socialization.”
As people live longer, maintaining mental well-being has become an increasingly important part of healthy aging. While regular physical activity is known to support both physical and psychological health, many older adults face barriers that make traditional exercise programs difficult to sustain. Researchers have therefore been exploring new approaches that combine physical activity with enjoyment, social interaction, and cognitive engagement.
A review published in Volume 18 of Aging titled “What are the effects of exergames on the mood states of older people? A systematic review of experimental studies, impacts on mental health and recommendations,” examined whether exergames—video games that require physical movement to play—can improve mood and mental health in older adults. The study was led by authors from the Laboratory of Sport and Exercise Psychology, Human Movement Sciences Graduate Program, College of Health and Sport Science of the Santa Catarina State University (UDESC) in Florianópolis, Brazil.
Turning Exercise Into Play
Exergames combine exercise with interactive digital gaming. Unlike traditional video games that are played while sitting, exergames require players to move their bodies to control gameplay. Popular examples include Nintendo Wii Fit, Wii Sports, Kinect Sports, Dance Central, and virtual reality-based exercise platforms.
These systems have attracted growing interest among researchers because they may help overcome some of the challenges that limit exercise participation among older adults. By incorporating game-like rewards, social interaction, and enjoyable activities, exergames may increase motivation and long-term adherence to physical activity programs.
Previous research has already suggested that exergames can improve physical fitness, balance, mobility, and cognitive function. However, less was known about their effects on mood and emotional well-being in older populations.
Reviewing the Evidence
To better understand these effects, the researchers conducted a systematic review following PRISMA guidelines and registered the study in PROSPERO before completing the analysis. They searched four major scientific databases and identified 651 studies. After applying strict eligibility criteria, nine experimental studies involving 325 participants aged 61 to nearly 79 years were included in the final review.
The studies examined a wide variety of exergaming interventions, including dance-based games, sports simulations, balance-training activities, virtual reality cycling, and cognitive-motor training programs. Intervention lengths ranged from a single session to multi-week programs lasting up to 36 sessions.
Improvements Across Multiple Mood States
The review found that exergames generally produced positive effects on mood. Six of the nine studies reported significant improvements in mood-related outcomes, while the remaining studies reported neutral findings. Importantly, none of the included studies found evidence that exergames worsened mood or mental health.
Several studies reported reductions in:
- Depressive symptoms
- Tension
- Anger
- Fatigue
- Mental confusion
At the same time, participants frequently reported improved overall mood and emotional well-being.
One study found that a single Wii-based exercise session produced immediate positive mood changes. Another reported that exergames reduced depression scores more effectively than conventional physical activity programs.
More Than Just Exercise
The researchers suggest that the benefits of exergames extend beyond physical activity alone.
Unlike many traditional exercise programs, exergames combine movement with mental stimulation and interactive challenges. Players must make decisions, react to visual cues, solve problems, and coordinate movements in real time. This cognitive engagement may contribute to positive emotional responses and increased enjoyment during exercise.
Social interaction may also play a major role. Several studies reported that exergames encouraged communication, cooperation, and shared experiences among participants. Some older adults described the activities as enjoyable opportunities to connect with family members and friends. Others reported that the games reduced boredom and created a sense of immersion that made exercise feel less like a chore.
One group of participants even compared exergaming to an “emotional therapy” experience because of its positive effects on mood and well-being.
Reducing Depressive Symptoms
One of the most consistent findings involved depression-related outcomes.
Several studies specifically examined depressive symptoms in older adults. While not all studies reached statistical significance, most reported a favorable trend, and one study demonstrated a significant reduction in depression scores among participants who used Nintendo Wii Fit-based exergames. In that study, the benefits were greater than those observed with conventional physical activity alone.
Given that depression, loneliness, and social isolation are common concerns among aging populations, these findings suggest that exergames may offer a valuable complementary approach to supporting mental health.
Why Exergames May Be Particularly Appealing for Older Adults
One practical advantage of exergames is accessibility.
Many systems can be used at home, reducing barriers such as transportation difficulties, mobility limitations, weather conditions, or lack of access to exercise facilities. This flexibility may be particularly important for older adults who have difficulty participating in traditional fitness programs.
The review also highlighted another important factor: adherence. Because exergames are interactive and enjoyable, participants may be more likely to continue exercising over time. Long-term adherence is often one of the greatest challenges in health promotion programs, making enjoyment a critical component of successful interventions.
Recommendations for Practice
Based on the available evidence, the authors suggest that exergames can serve as a useful alternative or complement to traditional exercise programs for older adults. They recommend adapting gameplay to individual preferences and abilities, incorporating appropriate rest periods, and ensuring that exercise intensity remains safe while still providing meaningful health benefits.
The researchers also note that exergames may be particularly useful in residential care settings, rehabilitation programs, community centers, and home-based health interventions.
Looking Ahead
The authors conclude that exergames represent a promising tool for promoting both physical activity and psychological well-being in older adults. Across the studies reviewed, exergames consistently demonstrated positive effects on mood while also encouraging social interaction, cognitive engagement, and enjoyment.
Although larger and longer-term studies are still needed, the current evidence suggests that interactive exercise games may help address some of the emotional and mental health challenges associated with aging. By combining movement, technology, and social engagement, exergames may offer an innovative way to support healthy aging and improve quality of life in older populations.
Overall, the findings suggest that staying active does not always require a gym or structured exercise class. For many older adults, stepping into a virtual bowling alley, dance floor, or sports arena may provide meaningful benefits for both body and mind.
Click here to read the full review published in Aging.
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