BACKGROUND Healthy aging encompasses maintaining physical functions, promoting mental health, and preventing mental illness. In recent years, the prevalence of mental disorders among senior citizens has gradually increased. How to evaluate and regulate emotions in an effective way has become an important issue to improve the level of mental health. The rise of the silver-haired economy has promoted the transformation of the consumption concept of senior citizens, and they gradually show interest and acceptance of electronic technology products, such as commercial electronic fitness games (Exergame) that combine entertainment and fitness. OBJECTIVE Existing research focuses on the improvement of commercial exergames on the physical and cognitive functions of senior citizens, while research on their mood state and mental health promotion is relatively scarce. This research aims to explore the impact of exergames on the emotional experience of senior citizens and provide novel ideas and application directions for healthy aging. METHODS This study included a total of 30 senior citizens (age range: 60-89 years old) who had no cognitive impairment and could move independently. They were randomly divided into two groups. The intervention group (n=15) conducted exergame training, using the Nintendo Switch game Ring Fit Adventure. The comparison group (n=15) carried out traditional indoor exercise. Both groups of sample sets focus on the four dimensions of aerobic exercise, muscle exercise, balance exercise, and flexibility exercise. The exercise cycle is four weeks, twice a week, with eight sessions. The Brunel Mood Scale is employed to assess participants’ mood states(anger, confusion, depression, fatigue, tension, vigor). Using a repeated-measure study design to compare the mood changes of the participants from the front to the back test under different experimental conditions. RESULTS Significant group x time interaction effects were found for confusion[F(7,28)=7.37, p<.001, η²=0.208]; depression[F(7,28)=5.90, p<.001, η²=0.174]; fatigue[F(7,28)=6.59, p<.001, η²=0.191]; tension[F(7,28)=3.03, p=.005, η²=0.098]; vigor[F(7,28)=14.23, p<.001, η²=0.337]. There was no statistically significant interaction between groups and time points in terms of anger (p>0.05). Confusion, depression, and fatigue in the intervention group were generally lower than those in the comparison group, while tension and vigor were higher than those in the comparison group. CONCLUSIONS Research results show that both commercial exergames and traditional indoor sports can help improve the acute mood state of senior citizens. The training method based on exergames is more effective in reducing confusion, depression, and fatigue, and increasing vigor. This study explores the potential of commercial exergames for improving the mood state of senior citizens as a non-drug intervention method. CLINICALTRIAL The protocol was registered on Chinese Clinical Trial Register (Registration Number: ChiCTR2500111853). This study was approved by the Institutional Review Board of Zhejiang University in China (Approval Number: cmic20250934).