Interrogating Social Virtual Reality as a Communication Medium for Older Adults
Open accessAbstract
A growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology---combining head mounted displays, motion tracking, avatars, and virtual environments---might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed onbehavioural anthropomorphism ---the embodied avatars' ability to speak, move, and act in a human-like manner--- alongsidetranslational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality.
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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 [14]
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 [14]
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 [14]
A study raised the issue that only the participant could be sure if the lenses were fitted correctly, with the researcher never being certain whether the image they were viewing was unclear or just not fitted correctly on the participant's head.
“A study raised the issue that only the participant could be sure if the lenses were fitted correctly, with the researcher never being certain whether the image they were viewing was unclear or just not fitted correctly on the participant’s head [14].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [14]
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 [14]
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 [14]
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 [14]
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 [14]
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 [14]
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 [14]
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 [14]
Some researchers had success in identifying and offering solutions to some of the nuisances reported by participants through the methodologies they used to explore this topic, such as participatory action research.
“A key finding of this review is the success some researchers had in identifying and offering solutions to some of the nuisances reported by participants through the methodologies they used to explore this topic [7,14,15], such as participatory action research.”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [14]
Social connection in IVR was a sought-after activity for many participants because of the added opportunity it gave them to meet others outside their sometimes restrictive environment.
“Social connection in IVR was one of these sought-after activities for many participants because of the added opportunity it gave them to meet others outside their sometimes restrictive environment [14,15].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [14]
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 [14]
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 [14]
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Freeman, G., & Maloney, D. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3432938 · Cited by 351 · see citing works
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Inclusive Augmented and Virtual Reality: A Research Agenda
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“I just went into it assuming that I wouldn't be able to have the full experience”
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Self-citationSocial Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space
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Working Together Apart through Embodiment
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“Of the 10 studies that reported the participants’ place of residence, participants from 5 (50%) studies identified as community-dwelling adults [14,16,44,47,50], and participants from 5 (50%) studies reported living in some form of residential aged-care facility [9,15,45,46,50].”
BackgroundInfluentialSchulenberg, K., Freeman, G., Li, L., & Barwulor, C. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3610027 · Cited by 70 · see citing works
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Self-citationDesign Considerations for Immersive Virtual Reality Applications for Older Adults: A Scoping Review
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Self-citationAcceptance and Influencing Factors of Social Virtual Reality in the Urban Elderly
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AI-Driven Virtual Simulation for Packaging Customization
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Virtual Reality Experience In Indonesian Tourism
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- Authors
- Baker, S., Kelly, R. M., Waycott, J., Carrasco, R., Hoang, T., Batchelor, F., Ozanne, E., Dow, B., Warburton, J., & Vetere, F.
- Affiliations
- The University of Melbourne (AU)
- Deakin University (AU)
- National Ageing Research Institute (AU)
- La Trobe University (AU)
- ORCID
- Venue
- Proceedings of the ACM on Human-Computer Interaction
- Published
- 2019-11-07
- Volume
- 3
- Issue
- CSCW
- Pages
- 1-24
- ISSN
- 2573-0142 (ISSN-L)
- OpenAlex
- W2988164270
- Cited by
- 116
- References
- 79
- Citations by year
- 2026: 12 · 2025: 23 · 2024: 19 · 2023: 27 · 2022: 20 · 2021: 11 · 2020: 4
- FWCI
- 19.85
- Type
- journal article
- Language
- en
- Open access
- green
- figshare.com
- Locations
- Proceedings of the ACM on Human-Computer Interaction (publishedVersion)
- Figshare (submittedVersion, cc-by)
- Minerva Access (University of Melbourne) (submittedVersion)
- Griffith Research Online (submittedVersion, other-oa)
- Funders
- Australian Research Council (DP160101368)
- Topics
- Social Sciences › Demography › Technology Use by Older Adults
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Keywords
- social virtual reality, older adults, embodied avatars, age stereotypes, social participation (health and rehabilitation), design considerations, head-mounted displays, motion tracking
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.
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