Article
Gamification and Escape Rooms for the Validation of Assistive Technologies: A Participatory Experience with Older Adults in Cross-Border Rural Settings
Received: 20 February 2026; Revised: 16 March 2026; Accepted: 30 March 2026; Published: 10 August 2026
Abstract
This study evaluates escape room gamification as a participatory methodology for validating assistive technologies with older adults in cross-border rural areas through the VIVEMAIS INTERREG project. Deployed via the "Diversiverso" mobile living lab across eight Spain-Portugal municipalities (April–July 2025), the intervention engaged 331 participants (mean age 78.4 years) testing 18 assistive devices through challenge-based interactions. A mixed-methods approach combined quantitative surveys (n = 331; TAM attitudes, technology recall) with caregiver interviews (n = 11). Complementary triangulation identified three dimensions: technological appropriation, pedagogical function, and validation potential. Escape rooms fostered initial engagement but modest adoption intent (34% willing to take devices home), moderated by cognitive impairment and rural connectivity barriers. The study introduces "pedagogical realism", a dual effect where gamified interaction simultaneously generates enthusiasm and critical awareness of practical limitations. This distinguishes escape rooms from purely motivational approaches, positioning them as diagnostic tools bridging design, evaluation, and implementation phases. Discussion demonstrates that Technology Acceptance Model (TAM) limitations are addressed by Senior TAM (STAM), while supervised exergame meta-analyses confirm mediation effects in cognitive impairment. Caregivers emerge as essential intermediaries, particularly in rural contexts. Conclusions recommend integrating escape rooms within comprehensive strategies incorporating sustained mediation and transfer activities. The approach reveals a critical gap between experiential engagement and sustained adoption, informing user-centred innovation ecosystems for aging-in-place technologies.
Keywords
References
- 1. Ballon, P.; Pierson, J.; Delaere, S. Test and Experimentation Platforms for Broadband Innovation: Examining European Practice. SSRN Electron. J. 2005. DOI: https://doi.org/10.2139/ssrn.1331557
- 2. Leijon, M.; Gudmundsson, P.; Staaf, P.; et al. Challenge Based Learning in Higher Education—A Systematic Literature Review. Innov. Educ. Teach. Int. 2022, 59, 609–618. DOI: https://doi.org/10.1080/14703297.2021.1892503
- 3. Dugnol-Menéndez, J.; Jiménez-Arberas, E.; Ruiz-Fernández, M.L.; et al. A Collaborative Escape Room as Gamification Strategy to Increase Learning Motivation and Develop Curricular Skills of Occupational Therapy Students. BMC Med. Educ. 2021, 21, 544. DOI: https://doi.org/10.1186/s12909-021-02973-5
- 4. Fundación INTRAS. Methodological Guide for Positive Co-design of Technological Solutions VIVEMAIS; Fundación INTRAS: Valladolid, Spain, 2024. (in Spanish)
- 5. Lobato Herrero, M.; Möller Recondo, C. Co-Creating Against Depopulation: A Response from Social Entrepreneurship. In Challenge-Based Learning (in Social Entrepreneurship Contexts); Möller Recondo, C., Ed.; Editorial Síntesis: Madrid, Spain, 2023; pp. 99–111. (in Spanish)
- 6. Díez Modino, J.M.; Pardo Fanjul, A. Depopulation, Ageing and Social Policies in Castilla y León. Rev. Galega Econ. 2020, 29, 1–18. DOI: https://doi.org/10.15304/rge.29.2.6959
- 7. Vidal Domínguez, M.J.; Fernández Portela, J. The demographic challenge in Castilla y León (Spain): an unbalanced region with an aged population. Perspect. Geogr. 2022, 27, 76–100. DOI: https://doi.org/10.19053/01233769.13195 (in Spanish)
- 8. Veldkamp, A.; van de Grint, L.; Knippels, M.C.P.J.; et al. Escape Education: A Systematic Review on Escape Rooms in Education. Educ. Res. Rev. 2020, 31, 100364. DOI: https://doi.org/10.1016/j.edurev.2020.100364
- 9. Li, M.; Ma, S.; Shi, Y. Examining the Effectiveness of Gamification as a Tool Promoting Teaching and Learning in Educational Settings: A Meta-Analysis. Front. Psychol. 2023, 14. DOI: https://doi.org/10.3389/fpsyg.2023.1253549
- 10. López-Pernas, S. Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis. IEEE Trans. Learn. Technol. 2024, 17, 711–724. DOI: https://doi.org/10.1109/TLT.2023.3328913
- 11. Taraldsen, L.H.; Haara, F.O.; Lysne, M.S.; et al. A Review on Use of Escape Rooms in Education—Touching the Void. Educ. Inq. 2022, 13, 169–184. DOI: https://doi.org/10.1080/20004508.2020.1860284
- 12. López Requena, E.; Gamero Sandemetrio, E.; López Secanell, I. Design of an Escape Room Based on the SDGs: Gamification Experience in the Classroom with Students of the Master's Degree in Secondary Education Teaching. Univ. Tarracon. Rev. Ciènc. Educ. 2024, 1, e3644. DOI: https://doi.org/10.17345/ute.2024.3644
- 13. García Alonso, E.M.; López San Segundo, C.; Mac Fadden, I.; et al. Breaking the Mold, Revealing Stories: Discovering the Women Who Changed History Through Big Data. In Teaching Innovation Through Multidisciplinary Experience; Cruz Carvajal, I., Tarrío Maneiro, E., Cabal Tejada, R., Eds.; Egregius: Sevilla, Spain, 2024; pp. 151–172. (in Spanish)
- 14. Curto Prieto, M.; Arana Cuenca, A.; Biel Maeso, M. Educational Escape Room in Experimental Sciences: Performance and Satisfaction of Future Teachers. Telos Rev. Estud. Interdiscip. Cienc. Soc. 2025, 27, 526–543. DOI: https://doi.org/10.36390/telos272.08 (in Spanish)
- 15. Koivisto, J.; Malik, A. Gamification for Older Adults: A Systematic Literature Review. Gerontologist 2021, 61, e360–e372. DOI: https://doi.org/10.1093/geront/gnaa047
- 16. Moreno Lozano, I.; Quílez Robres, A.; Matesanz, J.M. Escape Room in the Educational Field: Analysis of a Mathematics Classroom Practice. Rev. Educ. 2023, 47. DOI: https://doi.org/10.15517/revedu.v47i2.51661 (in Spanish)
- 17. Ramírez Quesada, C.B.; De Jesús Villa, P. Systematic Review of the Effectiveness of Educational Escape Room as a University Methodology to Increase Motivation and Learning. EDUCA Rev. Int. Calidad Educ. 2023, 4, 160–189. DOI: https://doi.org/10.55040/educa.v4i1.76 (in Spanish)
- 18. Maldonado Vizcaíno, C.M.; Chicaiza Zhindón, A.R.; Aguayo Robayo, R.C.; et al. Narrative Gamification with Augmented Role-Playing Games and Digital Escape Room to Enhance Social-Emotional Skills. Rev. Multidiscip. Estud. Gen. 2025, 4. DOI: https://doi.org/10.70577/reg.v4i2.96 (in Spanish)
- 19. García, M.J.; Hellín Martínez, M.; Alfonso Asencio, M. Educational Escape Room Experience with Elderly People with Alzheimer's. Trances 2020, 12, 545–571. (in Spanish)
- 20. Smith, G.; Dixon, C.; Neiva Ganga, R.; et al. How Do We Know Co-Created Solutions Work Effectively within the Real World of People Living with Dementia? Learning Methodological Lessons from a Co-Creation-to-Evaluation Case Study. Int. J. Environ. Res. Public Health 2022, 19, 14317. DOI: https://doi.org/10.3390/ijerph192114317
- 21. Escape Room Soledad. Available online: https://fundacionlacaixa.org/es/personas-mayores-acciones-campanas-escape-room-soledad (accessed on 11 February 2026).
- 22. Doroudian, A.; Loos, E.; Ter Vrugt, A.; et al. Designing an Online Escape Game for Older Adults: The Implications of Playability Testing Sessions with a Variety of Dutch Players. In Proceedings of the International Conference on Human Aspects of IT for the Aged Population, Copenhagen, Denmark, 19–24 July 2020; pp. 589–608. DOI: https://doi.org/10.1007/978-3-030-50249-2_42
- 23. Chen, K.; Chan, A.H.S. Gerontechnology Acceptance by Elderly Hong Kong Chinese: A Senior Technology Acceptance Model (STAM). Ergonomics 2014, 57, 635–652. DOI: https://doi.org/10.1080/00140139.2014.895855
- 24. Zhang, H.; He, R. A Study on Digital Inclusion of Chinese Rural Older Adults from a Life Course Perspective. Front. Public Health 2022, 10. DOI: https://doi.org/10.3389/fpubh.2022.974998
- 25. Nacimiento-García, E.; González-González, C.S.; Colombo-Ruano, L.; et al. Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging. Appl. Sci. 2024, 14, 10880. DOI: https://doi.org/10.3390/app142310880
- 26. Fotaris, P.; Mastoras, T. Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles. Educ. Sci. 2022, 12, 768. DOI: https://doi.org/10.3390/educsci12110768
- 27. Kommers, P.; Babulak, E. Conceptual Awareness for Human Navigation in A.I. In Artificial Intelligence and Human-Centered Computing; IGI Global Scientific Publishing: Hershey, PA, USA, 2025; pp. 1–14. DOI: https://doi.org/10.4018/979-8-3693-8985-0.ch001
- 28. Babulak, E. The Social Impact of Next-Generation Smart Cyber Technology; IGI Global Scientific Publishing: Hershey, PA, USA, 2025. DOI: https://doi.org/10.4018/979-8-3373-5656-3
- 29. Cai, X.; Xu, L.; Zhang, H.; et al. The Effects of Exergames for Cognitive Function in Older Adults with Mild Cognitive Impairment: A Systematic Review and Meta-Analysis. Front. Neurol. 2024, 15. DOI: https://doi.org/10.3389/fneur.2024.1424390