Together with internet-based programs that can deliver a psychological intervention, other technologies can support psychological treatment using a personal computer, such as software, video games, and smartphone applications. According to Kueider, a theoretical classification could be made regarding the type of computerized software used: classic cognitive tasks, neuropsychological software and video games [
79]. Significant evidence from the literature suggests that these kinds of technology interventions, aimed at improving older adults’ well-being, can enhance their cognitive performance, with significant outcomes’ effects up to 5 years post-intervention [
80,
81]. Despite common age-related stereotypes connected with seniors facing and handling new technologies, most older adults, after reporting increasing anxiety levels at the beginning of the experimental training, showed significantly increased satisfaction and a higher internal locus of control [
82]. To ensure a positive experience of these technologies by older users, a possible solution could be achieved by demystifying stereotypes and prejudices regarding aging and seniors’ technology skills. At the same time, special attention must be paid when exposing older adults to new technologies, with professionals trained to improve older subjects’ experience while at the same time providing senior-friendly guidelines [
82‐
84].
Several programs have been developed, although few have been systematically tested using a scientific approach [
85,
86]. One of these is the Butler system, developed and tested by a Spanish research team [
87]. This is a technological platform that provides three main applications for older adults: diagnosis (mood monitoring, alert system, management reports), therapy (training in inducing positive moods, memory work), and entertainment (email, chat, video, photo albums, music, friend forums, accessibility to the internet). This program can serve as a base for the delivery of different interventions. An example is the implementation of a life-review therapy. Preschl and colleagues [
88] explored the effects of a six-week life-review therapy protocol in a face-to-face setting with additional computer use, provided by the Butler system. Depressive symptoms decreased significantly over time in the intervention group compared to the waitlist control group, suggesting the strong potential for this technology’s application. There is also a growing literature about the use of video games with older adults. The applications of these games are mainly on a cognitive stimulation level [
79,
89]. A recent meta-analysis [
90] suggested that video game training may moderately enhance the cognitive functioning of healthy older adults, producing positive effects on memory, attention, reaction time and global cognition. To maintain these benefits, it also seems important to continue using the games, as the effects of the training tend to decrease when not followed by other sessions [
91]. Some of the advantages of using video games to improve older adults’ cognitive functioning are that they are not expensive and that they can be gratifying and fun [
92]. A trial involving the use of a real-time strategy game has shown that older people have experienced an increase in executive function and switching between task sets ability. It is of great importance to emphasize that there may be, therefore, a strong correlation between this kind of treatment and improvements in the executive functions, since these functions are linked to a well-functioning frontal lobe, greatly influenced by the ageing process [
93]. Smartphone apps are changing the way health can be promoted in every part of society, including in the older adult population [
94,
95]. Possible applications include acquiring health information, personal disease prevention and healthy living, self-diagnosis using built-in sensors, and medication compliance promotion [
96]. There are mental health apps, such as stress management or relaxation apps, which have the potential to be effective and may significantly improve treatment accessibility [
97,
98]. This, however, is a brand new research field, which lacks solid evidence [
96]. Most of the studies in the literature seem to highlight a wild range of positive results, this could, however, be explained by publication bias in favor of those papers that include significant positive outcomes. One of the studies included in the present scoping review has not shown any positive or significant statistical improvements in the psychological factors targeted with a mindful based smartphone application for older adults [
97]. In our opinion, a limitation of many studies could be represented by the kind of older adult sample used. Factors like the level of education, attitudes towards technology or previous knowledge and skills with apps or smart devices are rarely considered within the analysis measuring treatment’s effectiveness [
99]. Unexplored social or personal variables could prove to be important mediators in this kind of technological intervention.