The significant growth of the older adult population in recent years,leads to an increase in the generation of strategies that allow a prosperous andhealthy aging for this population group. This can be achieved through severalstrategies, one of the most used is to provide continuous learning activities thatallow activating and favoring the cognitive processes of the elderly, includingthe possibility of providing useful knowledge applicable to their daily life withmotivational tools such as serious games making use of the technology. Thislearning method has gained relevance in recent years due to the results obtainedin all generational groups. In this line, some peripherals have been identified thathave a better acceptance in the older adult population. This type of technology ischaracterized by direct and natural input devices such as those offered by mobiledevices, virtual assistants, motion sensors, virtual and augmented reality glasses.These technologies make it possible to offer pervasive experiences to participants.In this way, this article identifies the different aspects that should be consideredto offer serious games in pervasive environments with the objective of adjustingthem to the particularities of this population.
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