Rienzo, AntonioAntonioRienzoClaudio CubillosGabriela Chinchilla Soto2025-08-252025-08-252021-03-2210.1109/icaacca51523.2021.94652072-s2.0-85114200085https://cris-uv-2.scimago.es/handle/123456789/5874WOS:000855764500117It has been suggested that gamification is being applied in various types of disciplines, that a growing area of research is the use of digital applications (games), for the evaluation and training of the cognitive abilities of the elderly. The work presents a synthesis of the results of the case studies of researchers who propose that gamification and serious games can be used for the evaluation, diagnosis and timely detection of cognitive impairment in older adults, and their subsequent stimulation and training for improve the cognitive abilities of these people. Technological solutions that have been implemented through mobile applications, web games, virtual reality and serious games are presented. The main components of gamification are analyzed to assess certain skills. The main aspects that should be considered in the design of a cognitive training game are also presented.enacceso restringidoComputer Science ApplicationsSafety, Risk, Reliability And QualityControl And OptimizationHealth InformaticsComputer Networks And CommunicationsGamification Elements In Digital Applications For The Evaluation And Cognitive Training Of Older Adultsconference paper