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Virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as they increase engagement to the therapy through customization, socialization, immersion, and feedback. This review, performed according to PRISMA protocol, addresses the following questions: How VR games have been used for cognitive rehabilitation?, What cognitive domains have been addressed by VR games and in which populations have these games been used?, Which features have been considered to improve engagement in VR games for cognitive rehabilitation?, How is the difficulty adjustment of exercises carried out in VR games for cognitive rehabilitation?. We found 25 scientific works related to these questions, 92% of them treating one cognitive domain at a time, despite the fact that the related literature recognizes the value of training multiple domains simultaneously. Our review indicates that, despite the existence of serious VR games for working memory training, such as those described in\u00a0Flak et\u00a0al. (Front Psychol 10:807, 2019. <jats:ext-link xmlns:xlink=\"http:\/\/www.w3.org\/1999\/xlink\" ext-link-type=\"doi\" xlink:href=\"10.3389\/fpsyg.2019.00807\">https:\/\/doi.org\/10.3389\/fpsyg.2019.00807<\/jats:ext-link>), to our knowledge, there are no applications that simultaneously address multiple cognitive domains and incorporate dynamic difficulty adjustment, which are important to ensure ecological validity of therapy and therapy adherence, respectively. In addition, we found that games themselves could be used to monitor the user\u2019s progression. It is also important to determine the impact of multiplayer interactions in the game, test difficulty adjustment approaches that use physiological variables, and define difficulty-skill relationships aligned with the user\u2019s preferences. This paper concludes that the main barriers to implement dynamic difficulty adjustment in VR games for cognitive rehabilitation are: (i) the absence of metrics to estimate when the game offers to the players a challenge adapted their skills, and (ii) the lack of a conceptual framework that integrates relevant theories such as state of flow, cognitive load, cognitive rehabilitation, and feedback systems.<\/jats:p>","DOI":"10.1007\/s10055-024-00968-3","type":"journal-article","created":{"date-parts":[[2024,4,6]],"date-time":"2024-04-06T07:02:05Z","timestamp":1712386925000},"update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":27,"title":["Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques"],"prefix":"10.1007","volume":"28","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-2890-3087","authenticated-orcid":false,"given":"D. 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