| Population | Intervention | Outcome |
| “The elderly” OR “elderly people” OR “older people” OR “elderly” OR “elderly person” OR “older frail adults” OR “seniors” OR “older adults” OR “aging population” OR “elderly population” OR “aging” OR “exp. aging/” AND |
“information communication technology” OR “ICT” OR “social media” OR “exp. social media/” OR “telepresence robot” OR “robotic assistants” OR “assistive robotics” OR “rehabilitation robots” OR “exp. rehabilitation robot/” OR “mobile robotic systems” OR “robotic assistive technologies” OR “service robot” OR “virtual reality and social media OR virtual reality-based application” OR “rehabilitative applications” OR “VR-based social application” OR “virtual reality cognitive training programs” OR “video conference application” OR “social application” OR “technology applications” OR “mobile instant messaging” OR “online platforms” OR “social platform” OR “online service platform” OR “online social support tool” OR “social media platforms” OR “active video game” OR “persuasive video gaming” OR “video game role-play” OR “persuasive social impact game” OR “computer system” OR “exp. computer system/” OR “living in network connected communities” OR “exergames” OR “the Personal Reminder Information and Social Management system (PRISM)” OR “PRISM Buddy” OR “mHealth-supported intervention” OR “WhatsApp” OR “Social Bike application” OR “Will Sports game package” AND |
“social isolation” OR “exp. social isolation/” OR “social support” OR “exp. social support/” OR “social connection” OR “social connectedness” OR “loneliness” OR “exp. loneliness/” OR “social interaction” OR “exp. social interaction/” OR “well-being” OR “exp. wellbeing/” OR “social ties” OR “social connectivity” OR “the quality of elderly life” OR “physical and cognitive training” OR “health care” |