Cited by 55Virtual Reality Applications and ImpactsTechnology Use by Older AdultsMedia Influence and Health

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

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Liu, Qian, Wang, Yanyun, Yao, Mike Z., Tang, Qingyang, Yang, Yuting·2020·Cyberpsychology, Behavior, and Social Networking

Abstract

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.

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  • Feedback 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]

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  • Weak 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]

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  • In 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)

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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 [16]

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Cites

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Research works printed but not linked: 6

  1. Wang M, Zhou Y, Wang L, et al. Advances in mental health interventions for empty nesters. Journal of Nursing 2015; 30:107-110.
  2. Lu S, Lin Wei, Li H, et al. Research on the relationship between the use of hobbies and smart products and their cognitive functions in elderly care institutions. Chinese Journal of Practical Nursing 2018; 34:407-411.
  3. Hu B, Huang J, Li R. The effect of virtual reality on the psychological state of patients undergoing gastroscopy. Chinese Endoscopy 2018; 24:23-27.
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  5. Yang Y, Zhang Z, Lin L. The impact of positive and negative virtual environments on college students' emo- tions. Chinese Journal of Sports Medicine 2013; 32:708- 714.
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Cited by

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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
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
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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