 This study explores the use of human-centered design methods in creating immersive VR exogames for persons living with dementia and MCI, resulting in a tailored game called Seize the Day that promotes physical activity, and is freely available to play in state-of-the-art VR headsets. The study also presents a model for triadic interaction between healthcare institutions, industry partners, and academia in designing VR exogames to consider the complex needs, preferences, and motivators of this underrepresented group of end-users. This article was authored by John Munoz, Samira Marabi, Yeruli, and others.