Going Outside While Staying Inside — Exercise Motivation with Immersive vs. Non–immersive Recreational Virtual Environment Augmentation for Older Adult Nursing Home Residents
Abstract
Virtual technology and immersive experiences are not very often associated with older adults. Recent studies suggest that exercise augmentation using flat screen-based virtual environments, which allow nursing home residents to experience virtual places different from the nursing home, can increase the intrinsic motivation of nursing home residents. In this paper, we increase the immersive properties of such augmentation through an Oculus Rift Head Mounted Display, to evaluate the effect on the older adults' sense of presence, if it has any relation to the level of intrinsic motivation to exercise, and an effect of the exercise user experience. A small sample size makes this a feasibility study. Results suggest HMD displays for immersive VR experiences applicable to nursing home users but not the particular exercise purpose.
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IVR offers older adults the opportunity to take part in physical activities from their own home that would otherwise need to be facilitated outdoors.
“IVR offers older adults the opportunity to take part in physical activities from their own home that would otherwise need to be facilitated outdoors (eg, virtual cycling in nature [9]).”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [9]
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 [9]
In 3/13 of the studies, the HMD was generally tolerated by participants.
“Although a range of issues were raised regarding the HMD, 3/13 of the studies reported that the HMD was generally tolerated by participants [9,14,15].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [9]
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 [9]
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 [9]
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 [9]
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 [9]
Older adults found it dangerous to use an HMD on their own as they were unaware of their physical surroundings when wearing it, and would like to have someone present to reassure them that they were safe.
“it was clear that older adults found it dangerous to use an HMD on their own as they were unaware of their physical surroundings when wearing it [9,46] and would like to have someone present to reassure them that they were safe [46].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [9]
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 [9]
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 [9]
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- Authors
- Bruun-Pedersen, J. R., Serafin, S., & Kofoed, L. B.
- Affiliations
- Aalborg University (DK)
- ORCID
- Serafin, Stefania
- Venue
- 2016 IEEE International Conference on Healthcare Informatics (ICHI)
- Publisher
- IEEE
- Published
- 2016-10
- Pages
- 216-226
- OpenAlex
- W2559974735
- Cited by
- 40
- References
- 43
- Citations by year
- 2025: 7 · 2024: 4 · 2023: 7 · 2022: 5 · 2021: 5 · 2020: 2 · 2019: 1 · 2018: 6 · 2017: 1 · 2016: 2
- FWCI
- 2.27
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- IEEE International Conference on Healthcare Informatics (ICHI) (publishedVersion)
- VBN Forskningsportal (Aalborg Universitet) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Demography › Technology Use by Older Adults
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Keywords
- exercise motivation, immersive virtual reality, older adults, nursing home residents, head-mounted displays, presence, intrinsic motivation, feasibility study
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
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