Cited by 11Technology Use by Older AdultsTechnology Adoption and User BehaviourVirtual Reality Applications and Impacts

Ageing in the digital age: What drives virtual reality technology adoption among older adults?

Man, Siu Shing, Wang, Junyu, Chan, Alan Hoi Shou, Liu, Li·2026·Ergonomics

Abstract

In a rapidly ageing population, virtual reality (VR) technology is emerging as a useful tool to meet the increasing demands for medical health, social interaction and entertainment for older adults. This study explores the factors influencing the acceptance of VR technology among older adults to boost their VR use. The acceptance model of VR technology among older adults was founded on the technology acceptance model and incorporated personal factors such as self-efficacy (SE), technology anxiety (TA), perceived enjoyment (PE) and self-satisfaction (SS). Results revealed that SE, PE and SS positively influence their intention to use VR technology, while TA has a negative impact.

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Crossref · 10.1080/00140139.2025.2473685

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96 of 96 references verified0 citation errors · 0 not checkable

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Authors
Man, S. S., Wang, J., Chan, A. H. S., & Liu, L.
Affiliations
  • South China University of Technology (CN)
  • City University of Hong Kong (HK)
  • Dalian Maritime University (CN)
Corresponding author
Liu, Li
Venue
Ergonomics
Published
2025-03-06
Volume
69
Issue
4
Pages
642-656
ISSN
  • 0014-0139 (ISSN-L)
  • 1366-5847
OpenAlex
W4408192063
Cited by
11
References
96
Citations by year
2026: 8 · 2025: 3
FWCI
24.77
Type
journal article
Language
en
Open access
closed
Locations
  • Ergonomics (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • National Natural Science Foundation of China (72301110, 72071170)
  • Guangzhou Municipal Science and Technology Bureau (2024A04J2279)
  • China Postdoctoral Science Fund (2024M760318)
  • 1st Batch of
  • MOE of PRC Industry-University Collaborative Education Program (230805329290236)
  • Fundamental Research Funds for the Central Universities (QNMS202418)
Topics
  • Social Sciences › Demography › Technology Use by Older Adults
  • Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
virtual reality, older adults, technology adoption, technology acceptance model, self-efficacy, technology anxiety, perceived enjoyment, self-satisfaction, intention to use, population aging, digital inclusion
MeSH terms
Virtual Reality, Aged, Aged, 80 and over, Aging, Anxiety, Attitude to Computers, Female, Humans, Male, Middle Aged, Personal Satisfaction, Self Efficacy, Intention, Pleasure

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