Can Virtual Reality Satisfy Entertainment Needs of the Elderly? The Application of a VR Headset in Elderly Care
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11/13 of the studies described feedback on the content presented, with participants preferring still content to moving content, preferring familiar content similar to past experiences, showing a strong preference for tailoring content to their own interests, enjoying the adaptive nature of the content, suggesting more diversity in content, and giving only a few negative comments about content.
“A total of 11/13 of the studies described feedback on the content presented, specifically the various objects and scenes inside the virtual environment and participants’ experiences navigating them [9,14-16,44,46-48,50-52]. Participants preferred still content to moving content [44,51] and preferred content that was familiar [52], in particular, content similar to past experiences in real life [44”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [47]
There was a temporal pattern in older adults' perceptions of IVR across stages of use, illustrating the importance of users' preconceptions and how they can differ from actual experience, with a generally negative impression before use changing to a generally positive impression after use.
“There was a temporal pattern identified in the data that consisted of older adults’ perceptions of IVR across stages of IVR use (perceptions of IVR [9,14-16,44-52]). It began with older adults’ perceptions of IVR before use, followed by their perceptions during and immediately after use. This pattern illustrates the importance of users’ preconceptions of a given technology and how they can differ”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [47]
The physical capabilities of the participants influenced their experience with IVR, with impaired hearing or vision hindering the experience, a lack of mobility preventing some from making the most of the full 360° experience, and some finding it difficult to turn themselves to see other features in the environment.
“The physical capabilities of the participants and how that influenced their experience with IVR were also reported [9,15,16,44,47,48,50,51]. Having impaired hearing or vision hindered the participants’ experience with IVR [16,50,51]. A lack of mobility also prevented some participants from making the most of the full 360° experience [9,47,48,50], where some found it difficult to turn themselves to”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [47]
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Healy, D., Flynn, A., Conlan, O., McSharry, J., & Walsh, J. (2022) · JMIR Serious Games · doi:10.2196/35802 · Cited by 77 · see citing works
“Of the 10 studies that reported the participants’ place of residence, participants from 5 (50%) studies identified as community-dwelling adults [14,16,44,47,50], and participants from 5 (50%) studies reported living in some form of residential aged-care facility [9,15,45,46,50].”
BackgroundInfluential
- Authors
- Lai, X., Lei, X., Chen, X., & Rau, P.-L. P.
- Affiliations
- Tsinghua University (CN)
- Corresponding author
- Lai, Xiaojun
- Lei, Xin
- Chen, Xuanwei
- Rau, Pei-Luen Patrick
- Venue
- Lecture Notes in Computer Science
- Publisher
- Springer International Publishing
- Published
- 2019
- Pages
- 159-172
- ISSN
- 0302-9743 (ISSN-L)
- 1611-3349
- OpenAlex
- W2956237785
- Cited by
- 13
- References
- 13
- Citations by year
- 2026: 1 · 2025: 5 · 2023: 3 · 2022: 2 · 2021: 2
- FWCI
- 3.41
- Type
- conference paper
- Language
- en
- Open access
- closed
- Licence
- Locations
- Lecture notes in computer science (publishedVersion)
- Topics
- Social Sciences › Demography › Technology Use by Older Adults
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Keywords
- virtual reality, older adults, elderly care, entertainment needs, virtual reality headsets, emotional state, arousal, valence, game design guidelines, aging communities
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