DEGENERATIVE AND COGNITIVE DISEASES: Edited by Jean-Jean-François DemonetSerious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegenerationSokolov, Arseny A.a,b,c; Collignon, Améliea,d; Bieler-Aeschlimann, Mélaniee,fAuthor Information aNeuroscape@NeuroTech Platform & Service de Neurologie, Département des Neurosciences Cliniques, Centre Hospitalier Universitaire Vaudois (CHUV), Lausanne bDepartment of Neurology, University Neurorehabilitation, University Hospital Inselspital, University of Bern, Bern, Switzerland cNeuroscape Center, Weill Institute of Neuroscience, Department of Neurology, University of California, San Francisco, USA dClinical and Experimental Neuropsychology Laboratory, Department of Psychology, University of Geneva, Geneva eLeenaards Memory Centre, Département des Neurosciences Cliniques, Centre Hospitalier Universitaire Vaudois (CHUV) fMindMaze SA, Lausanne, Switzerland Correspondence to Arseny A. Sokolov, MD, Neuroscape@NeuroTech Platform & Service de Neurologie, Département des Neurosciences Cliniques, Centre Hospitalier Universitaire Vaudois (CHUV), Rue du Bugnon 46, CH-1011 Lausanne, Switzerland. Tel: +41 79 55 67 355; e-mail: firstname.lastname@example.org Current Opinion in Neurology: April 2020 - Volume 33 - Issue 2 - p 239-248 doi: 10.1097/WCO.0000000000000791 Buy Metrics Abstract Purpose of review Cognitive decline because of aging and neurodegeneration has become increasingly prevalent. This calls for the implementation of efficacious, motivating, standardized and widely available cognitive interventions for the elderly. In this context, serious video games and virtual reality may represent promising approaches. Here, we review recent research on their potential for cognitive prevention and neurorehabilitation of age-related cognitive decline and mild cognitive impairment (MCI). Recent findings The majority of currently available data in this evolving domain lacks the methodological quality to draw reliable conclusions on the potential of novel technology for cognitive training in older people. However, single well designed randomized controlled trials have reported promising effects of cognitive interventions involving serious video games and virtual reality. The cognitive benefits of exergames promoting physical exercise with and without combined cognitive training remain unclear. Summary The immersion into stimulating and motivating environments along with training content based on neuroscientific and neuropsychological models may represent a significant advance as compared with conventional computerized cognitive training. Additional research with sound methodology including sufficient sample sizes, active control groups and meaningful outcome measures of everyday function is needed to elucidate the potential of serious video games and virtual reality in multifactorial neurorehabilitation of cognitive decline in aging and neurodegeneration. Copyright © 2020 Wolters Kluwer Health, Inc. All rights reserved.