**Background:** Learning disabilities are major cognitive impairments associated with aging. Serious games—participative electronic games designed for therapeutic rather than entertainment purposes—have been proposed as a low-cost, enjoyable intervention to improve learning in older adults with cognitive impairment. Previous systematic reviews had limitations including focusing on older adults without cognitive impairment, excluding certain types of serious games, and not analyzing results by comparator type. This review aimed to evaluate the effectiveness of serious games on verbal and nonverbal learning among older adults with cognitive impairment.
**Methods:** Eight electronic databases (Google Scholar, IEEE Xplore, ACM Digital Library, Embase, MEDLINE, PsycINFO, CINAHL, Scopus) were searched on July 22, 2022. Forward and backward reference list checking was also performed. Two reviewers independently screened studies, extracted data, and assessed risk of bias using the Cochrane Risk-of-Bias 2 tool. Only RCTs published after 2010 in English were included. The population was older adults (>60 years) with any type of cognitive impairment. The intervention had to be a digital serious game played for therapeutic purposes. The outcome was learning (verbal or nonverbal). Meta-analyses used random effects models with standardized mean difference (SMD). Quality of evidence was assessed using GRADE.
**Key Results:** Of 559 citations retrieved, 11 RCTs (2%) met all eligibility criteria. Studies were published between 2012 and 2022, conducted in 7 countries (most from France: 3/11, 27%). Sample sizes ranged from 20 to 114 participants (mean 56.7, SD 33.9). Mean age was 74 years (SD 4.21). MCI was the most common condition (8/11, 73%). Most serious games were cognitive training games (10/11, 91%) played on PCs (9/11, 82%). Intervention periods ranged from 2 to 25 weeks.
FOR VERBAL LEARNING
A meta-analysis of 5 RCTs comparing serious games to no/sham interventions (after sensitivity analysis removing one study with baseline imbalance) showed a statistically significant difference favoring serious games (SMD 0.33, 95% CI 0.02-0.64, P=.04). This was clinically important (effect outside MCID boundaries of -0.165 to 0.165). Heterogeneity was low (I²=11%, P=.34). Subgroup analysis showed no difference in effect between MCI and AD patients (P=.89). A meta-analysis of 2 RCTs comparing serious games to conventional exercises found no significant difference (SMD 0.01, 95% CI -0.75 to 0.77, P=.98), with substantial heterogeneity (I²=65%, P=.09).
FOR NONVERBAL LEARNING
A meta-analysis of 4 RCTs comparing serious games to no/sham interventions showed a statistically significant difference favoring serious games (SMD 0.58, 95% CI 0.06-1.09, P=.03), which was clinically important (effect outside MCID boundaries of -0.29 to 0.29). Heterogeneity was moderate (I²=55%, P=.08). A meta-analysis of 2 RCTs comparing serious games to conventional cognitive training showed a statistically significant difference favoring serious games (SMD 1.05, 95% CI -0.65 to 1.46, P<.001), with low heterogeneity (I²=1%, P=.36).
Quality of evidence was very low for most meta-analyses (5/6, 83%) due to high risk of bias, imprecision, and/or heterogeneity. Only 3/11 (27%) studies had low overall risk of bias. Most meta-analyzed studies (6/8, 75%) had small sample sizes.
**Clinical Implications:** Serious games show potential for improving verbal and nonverbal learning in older adults with cognitive impairment, but the evidence is insufficient to recommend replacing current interventions. The authors recommend serious games be used as supplements rather than replacements until higher-quality evidence is available. Key research gaps include: lack of studies comparing serious games to conventional cognitive training and exercises; absence of studies using mobile devices or VR headsets; short intervention periods (≤12 weeks in 73% of studies); lack of follow-up data; and small sample sizes. Game developers should collaborate with medical experts to create serious games for mobile and VR platforms, designed specifically for older adults with cognitive impairment.