Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance
Abstract
OBJECTIVE: This study explores how older adults respond to audiovisual virtual reality (VR) and perceive its usefulness to their lives. METHOD: Focus groups were conducted with residents of a retirement community after they viewed two audiovisual VR simulations (n = 41). Thematic analysis was used to identify patterns in responses. RESULTS: Older adults described positive and negative emotional reactions to aspects of the VR experience, articulated content preferences, shared ideas to improve the usability of the equipment, and identified facilitators and barriers that influenced perceived usefulness. Recommendations for improving this technology include maximizing the positive aspects of VR through increasing interactivity, facilitating socializing with friends or family, and enhancing older adults' ease of use. Desired content of simulations involved travel, continuing education, reminiscence, and self-care/therapy. CONCLUSION: Virtual reality was reviewed positively, yet modifications are necessary to facilitate optimal user experience and potential benefit for this population. CLINICAL IMPLICATIONS: As older adults are interested in using VR, especially if poor health prevents the continuation of desirable activities or new experiences, it is important to respond to older adults' preferences and remove barriers that limit use and enjoyment.
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Older adults believed that the resolution of the display must be of high enough quality to ensure a positive experience.
“Older adults believed that the resolution of the display must be of high enough quality to ensure a positive experience [50,51].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
Participants in 11/13 of the studies reported issues with the HMD, including that it was too heavy, caused general discomfort, caused disorientation and imbalance, and caused feelings of being trapped, confined, afraid, or anxious.
“Participants in 11/13 of the studies reported issues with the HMD, including that it was too heavy [9,44,45,48,50]; caused general discomfort [9,15,16,44,50]; caused disorientation and imbalance [44,46]; and caused feelings of being trapped, confined [45], afraid, or anxious [16,45].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
Perceptions of the audiovisual quality of IVR hardware varied across studies, with 5/13 of the studies reporting some form of audiovisual issue such as volume not being at the right level or not clear enough, or sound from the physical environment negatively affecting the IVR experience.
“Perceptions of the audiovisual quality of IVR hardware varied across studies [14,16,45,48-52]. A total of 5/13 of the studies reported some form of audiovisual issue [14,45,49-51], with feedback that the volume was not at the right level or was not clear enough [45,49-51] or that sound coming from the physical environment could negatively affect the IVR experience [45].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
Difficulties with the HMD being too small to wear with glasses were described.
“Difficulties with the HMD being too small to wear with glasses were also described [14,44,46,48,50,51].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
Other studies found that participants reported having a positive experience with IVR from a sitting position.
“Despite these issues, other studies found that participants reported having a positive experience with IVR from a sitting position [44,50].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
10/13 of the studies reported participants' experiences and perceptions of presence and immersion in IVR, with participants reporting that the feeling of presence made the experience feel more real and allowed them to engage with objects as if they were really present, 3/13 explicitly reporting enjoying the experience of presence, and 1/13 reporting some feelings of anxiety and nervousness because
“A total of 10/13 of the studies reported participants’ experiences and perceptions of presence and immersion in IVR [9,14-16,46,48-52]. Participants reported that the feeling of presence made the experience feel more real [15] and allowed them to engage with objects in the virtual environment as if they were really present [9]. Participants from 3/13 of the studies explicitly reported enjoying the”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
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 [50]
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 [50]
In 4/13 of the studies, participants had little issue navigating the virtual environments, found it easier to interact after a few practice attempts and once the equipment was fitted correctly, and were able to interact with virtual objects such as other virtual avatars.
“In 4/13 of the studies that described participants’ experiences navigating the virtual environments, participants had little issue in doing so [44,48,50,52]. Participants found it easier to interact with the virtual environment after a few practice attempts [52] and also once the equipment was fitted correctly as this enabled them to focus on using the handheld controllers [50]. Participants were”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
Being able to visit places where they could not physically go themselves brought about a heightened sense of immobility, but participants also reported that IVR could give back agency lost through aging because of physical and mental decline, affording them the opportunity to explore places and take part in activities that might raise concerns about safety among family members and other key Stake
“In one case, being able to visit places where they could not physically go themselves brought about a heightened sense of immobility [16]. However, in contrast, participants also reported that IVR could give back agency lost through aging because of physical and mental decline [14,15,50], affording them the opportunity to explore places and take part in activities that, if they were to do in”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
1/13 of the studies reported that the more participants were immersed in the virtual environment, the more it enhanced their experience, greater immersion provided a heightened travel experience, enabled escape from reality, and simulated past experiences realistically, while some participants were not convinced and felt like passive observers, and participants needed to interact with content and
“A total of 1/13 of the studies reported that the more participants were immersed in the virtual environment, the more it enhanced their experience [48]. Greater immersion provided a heightened travel experience when exploring places around the world [15,16], enabled participants to escape from their own reality [50], and simulated past experiences in a realistic way [49]. Some participants were”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
IVR afforded older adults added agency in several studies.
“This analytical theme conveys the added agency that IVR afforded older adults in several studies.”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
Conflicting participant experiences were present across the synthesis, including differences in experiences of dizziness and nausea, wearing the HMD, and sitting while using IVR.
“Conflicting participant experiences were present across the synthesis. These conflicts included differences in older adults’ experiences of dizziness and nausea [14,44], wearing the HMD [9,14,15,44,46,48,50,51], and sitting while using IVR [15,44,50].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [50]
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- Authors
- Roberts, A. R., De Schutter, B., Franks, K., & Radina, M. E.
- Affiliations
- Miami University (US)
- College of Education, Health, and Society, Miami University, Oxford, Ohio, USA
- Corresponding author
- Roberts, Amy Restorick
- Venue
- Clinical Gerontologist
- Publisher
- Informa UK Limited
- Published
- 2018-03-05
- Volume
- 42
- Issue
- 1
- Pages
- 27-33
- ISSN
- 0731-7115 (ISSN-L)
- 1545-2301
- OpenAlex
- W2792486501
- Cited by
- 151
- References
- 16
- Citations by year
- 2026: 9 · 2025: 28 · 2024: 25 · 2023: 22 · 2022: 22 · 2021: 22 · 2020: 14 · 2019: 6 · 2018: 3
- FWCI
- 23.31
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Clinical Gerontologist (publishedVersion)
- PubMed (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 › Neuropsychology and Physiological Psychology › Aging and Gerontology Research
- Keywords
- older adults, technology acceptance, perceived usefulness, retirement community residents, usability, interactivity, social interaction, reminiscence, technology adoption barriers
- MeSH terms
- Virtual Reality, Aged, Aged, 80 and over, Attitude to Computers, Computer Simulation, Female, Humans, Interpersonal Relations, Male, Middle Aged, Perception, Socialization, Technology, Focus Groups, Pleasure
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