In this paper we shall review of the role of serious games as part of the new Technologies of Information and Communication to promote activity while ageing.
To achieve this recent publications on these issues were researched via the use of the most common databases in the Education Sciences such as Scopus, Google Scholar and Eric.
Search words used were "exergames", "elder games", "serious games", "active aging", "healthy aging", "video games", "edutainment".
The total number of documents reviewed was more than 20, published between 1975-2014.
After a content analysis of these publications, the areas covered in these articles revolve around the following topics "health", "quality of life", "productivity" and "active aging".
Finally, the review made indicates that serious games, especially exergames, promote a physically active aging, which in turn results in a higher quality of life.