Cited by 45Educational Games and GamificationVirtual Reality Applications and ImpactsTechnology Use by Older Adults

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Understanding Motivations and Player Experiences of Older Adults in Virtual Reality Training

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de Vries, Aijse W., van Dieën, Jaap H., van den Abeele, Vero, Verschueren, Sabine M.P.·2018·Games for Health Journal

Abstract

OBJECTIVE: We studied which games and underlying game mechanics are considered motivating by older adults, so that designers and therapists make informed choices when designing or selecting virtual reality (VR)-training interventions. MATERIALS AND METHODS: We conducted a repeated measures design with 30 older participants, who played eight different VR-training games and afterward filled out the intrinsic motivation inventory (IMI). Differences in intrinsic motivation between games were analyzed using Friedman's tests. In addition, in-depth interviews were conducted according to the laddering technique, to unveil the underlying game mechanics that lead to the players preferences. RESULTS: IMI scores were relatively high for all games, indicating that these VR games seem effective for inducing a high intrinsic motivation. Wii yoga and Kinect Adventures were the highest scoring games on all but the negative subscale tension. Both games provided regular positive feedback. An important game mechanic was Variation, which showed a strong link to important values such as: to Stay Focused, Improve Fitness, and Health and Independency. Furthermore, the game mechanics Visual Feedback and Positive Feedback, which lead to an increased Drive to Perform, were perceived valuable. Seemingly contradicting, but both important attributes such as Speed versus Slow Movements emphasize the importance of designing VR training that adapts to the skill level of the player. CONCLUSION: We have shown that games with different game mechanics can induce high intrinsic motivation. When designing or selecting VR balance training games for older adults, these game mechanics should be incorporated to optimize a positive user experience and increase intrinsic motivation.

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Crossref · 10.1089/g4h.2018.0008

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  • A Dutch study on motivations of older adults participating in VR training suggested that both enjoyment and challenge, conceptualised as the drive to perform, were intrinsic motivators.

    “A Dutch study on the motivations of older adults participating in VR training suggested that both enjoyment and challenge, conceptualised as the drive to perform, were intrinsic motivators (De Vries et al., 2018).”

    From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as De Vries et al., 2018

    The Conclusions and ‘Important game mechanics’ sections support enjoyment and the ‘Drive to Perform’ as important to older adults’ motivation in VR training. The copy does not establish that this was a Dutch study: its affiliations are predominantly Belgian, and the Participants section names a Leuven ethics committee without stating where participants were recruited. (LLM, conf=0.83)

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  • Both De Vries et al. (2018) and Subramanian et al. (2020) agreed that enjoyment and perceived effectiveness of the game were important motivators for older adults.

    “Both studies did agree, however, that enjoyment and perceived effectiveness of the game were important motivators for older adults (De Vries et al., 2018;Subramanian et al., 2020).”

    From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as De Vries et al., 2018

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Metadata

Authors
de Vries, A. W., van Dieën, J. H., van den Abeele, V., & Verschueren, S. M. P.
Affiliations
  • Musculoskeletal Research Unit, Department of Rehabilitation Sciences, Faculty of Kinesiology and Rehabilitation Sciences, Katholieke Universiteit Leuven, Leuven, Belgium.
  • Amsterdam Movement Sciences (NL)
  • Computer Science Technology TC, Group T, Faculty of Engineering Technology, Katholieke Universiteit Leuven, Leuven, Belgium.
  • KU Leuven (BE)
Corresponding author
Verschueren, Sabine M.P.
Venue
Games for Health Journal
Published
2018-12
Volume
7
Issue
6
Pages
369-376
ISSN
  • 2161-783X (ISSN-L)
  • 2161-7856
OpenAlex
W2894971326
Cited by
45
References
1
Citations by year
2026: 2 · 2025: 6 · 2024: 7 · 2023: 14 · 2022: 1 · 2021: 7 · 2020: 7 · 2019: 1
FWCI
7.37
Type
journal article
Language
en
Open access
Locations
  • Games for Health Journal (publishedVersion)
  • PubMed (publishedVersion)
  • VU Research Portal (publishedVersion, other-oa)
  • Lirias (submittedVersion, other-oa)
  • Data Archiving and Networked Services (DANS) (submittedVersion)
Funders
European Commission (2011–0015)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Health Sciences › Medicine › Geriatrics and Gerontology › Technology Use by Older Adults
Keywords
virtual reality training, older adults, intrinsic motivation, game mechanics, balance training, positive feedback, visual feedback, variations, user experience, laddering technique

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