The Effects of Viewing an Uplifting 360-Degree Video on Emotional Well-Being Among Elderly Adults and College Students Under Immersive Virtual Reality and Smartphone Conditions
Open accessAbstract
Positive emotions are important for the physical and mental health of elderly adults. Previous research has suggested that the emotion processing mechanisms of elderly adults differ from those of young people. The current study used a mixed-methods approach to explore the emotional impacts of viewing an uplifting 360° videos under immersive (using a virtual reality [VR] headset) and nonimmersive (using a smartphone) conditions on elderly populations and young people. In Study 1, we conducted a pre-post treatment between-subject field experiment (smartphone vs. VR) among 58 seniors (aged 60 years and above) in a community center in Beijing, China. One-on-one semistructured interviews of each participant were conducted after the experiment. In Study 2, we conducted a between-subject laboratory experiment with the same design among college students. The results show that while both VR and smartphone viewing conditions led to a significant positive effect on the self-reported emotions of the college students, only the smartphone viewing condition had a significant impact on the emotional well-being of the elderly participants. For college students, immersive VR had a stronger effect on inducing positive emotions than smartphone, but for elderly people, the smartphone viewing condition was more effective in improving emotional wellbeing than immersive VR. An analysis of the qualitative data from interviewing the elderly participants also revealed a divergence in the acceptance of VR technologies among elderly adults, and the sense of telepresence had both positive and negative effects on the elderly participants' emotions and experiences.
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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 [16]
Split into 2 atoms — 0 confirmed, 1 partially supported, 1 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Checked by a reasoning model — may be wrong.
Experimental — accuracy not yet measuredFeedback provided by participants during and after use was mostly positive, with participants excited and curious about IVR, some saying it was a technology missing from their life, novelty identified as a distinct pattern usually referring to unique features and positive experiences, and a number of negative responses including preference for technologies without HMD, having enough devices, and
“Feedback provided by participants during and after use was mostly positive [9,14,16,46,48,49,51]. Authors from 1/13 of the studies reported that participants were excited and curious about IVR and were keen to learn about its potential benefits [14]. A participant from another study went as far as to say that it was a technology that had been missing from their life [9]. Novelty experienced in IVR”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [16]
Split into 2 atoms — 0 confirmed, 1 partially supported, 1 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Checked by a reasoning model — may be wrong.
Experimental — accuracy not yet measuredWeak vision, high blood pressure, and motion sickness brought about feelings of dizziness and discomfort for some, others felt unsteady when using the equipment, and in another study participants reported not feeling any dizziness or nausea during their IVR experience.
“Weak vision, high blood pressure, and motion sickness brought about feelings of dizziness and discomfort for some [16], whereas others felt unsteady when using the equipment [44]. However, in another study, participants reported not feeling any dizziness or nausea during their IVR experience [14].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [16]
Split into 2 atoms — 1 confirmed, 0 partially supported, 1 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Checked by a reasoning model — may be wrong.
Experimental — accuracy not yet measuredIn recent years, there has been an increase in qualitative studies examining older adults' experiences and perceptions of IVR.
“In recent years, we have also seen an increase in qualitative studies examining older adults’ experiences and perceptions of IVR [14-16].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [16]
The Qualitative analyses section describes interviews about older adults’ experiences and attitudes toward immersive VR, so this paper is an example of the kind of study cited. Our copy does not establish that the number of such studies has increased in recent years. (LLM, conf=0.82)
Experimental — accuracy not yet measured11/13 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 [16]
Split into 2 atoms — 1 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured
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 [16]
The Qualitative analyses report dizziness, discomfort wearing the headset, and feeling scared or anxious; the Discussion describes the equipment as cumbersome. These passages support several reported HMD issues, but they do not establish the 11/13-study tally or report feelings of being trapped or confined or problems with imbalance. No page numbers were available in our copy. (LLM, conf=0.83)
Experimental — accuracy not yet measuredPerceptions 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 [16]
The Qualitative analyses report that headset clarity and participants’ vision problems affected the VR experience, supporting a visual-quality concern. The Discussion mentions distraction and an open community-center environment, but neither passage identifies sound from the physical environment as the cause; the paper also does not report a volume or audio-clarity issue. The 5/13 tally is the citing review’s cross-study count, not a finding of this individual study. (LLM, conf=0.79)
Experimental — accuracy not yet measured1/13 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 [16]
Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measuredBeing 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 [16]
Split into 2 atoms — 1 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measuredThe 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 [16]
The Qualitative analyses section reports that elderly participants’ vision problems and physical discomfort affected their VR experience; Table 2 in the Discussion also mentions weak vision and dizziness. Our copy does not report impaired hearing, or say that limited mobility prevented participants from using the full 360° view or made it difficult to turn to see other features. Page numbers were not available in the indexed passages. (LLM, conf=0.86)
Experimental — accuracy not yet measured10/13 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 [16]
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- Authors
- Liu, Q., Wang, Y., Yao, M. Z., Tang, Q., & Yang, Y.
- Affiliations
- Beijing Normal University (CN)
- University of Illinois Urbana-Champaign (US)
- Corresponding author
- Liu, Qian
- Venue
- Cyberpsychology, Behavior, and Social Networking
- Publisher
- SAGE Publications
- Published
- 2020-03-01
- Volume
- 23
- Issue
- 3
- Pages
- 157-164
- ISSN
- 2152-2715 (ISSN-L)
- 2152-2723
- OpenAlex
- W2982391464
- Cited by
- 55
- References
- 22
- Citations by year
- 2026: 7 · 2025: 11 · 2024: 8 · 2023: 10 · 2022: 11 · 2021: 7 · 2020: 1
- FWCI
- 4.49
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Cyberpsychology Behavior and Social Networking (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Fundamental Research Funds for the Central Universities
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Demography › Technology Use by Older Adults
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
- Keywords
- immersive virtual reality, 360-degree video, positive emotions, emotional well-being, older adults, university students, technology acceptance, telepresence
- MeSH terms
- Smartphone, Virtual Reality, Adult, Aged, Emotions, Humans, Mental Health, Middle Aged, Young Adult
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