An Exploration of Virtual Reality Use and Application Among Older Adult Populations
Open accessAbstract
Despite increased research on virtual reality (VR) platforms in recent years, there are very few studies that specifically examine its application within a gerontological context. This study examines the usability, preferences, and application considerations of a mobile VR platform by individually interviewing community-dwelling older adults both before and after trying the Samsung Gear VR. Participants were asked to self-select and view short VR videos (30 s-3 min) that were filmed within the local community (e.g., walking path and art museum). Semi-structured interview questions explored participant perceptions of using the device and was followed with two focus group sessions. Thematic analysis was employed when reviewing observational notes and transcribed audio recordings. Ten adults (aged 63-89) participated and themes identified include (a) usability, (b) video subject matter preferences, and (c) application. These themes highlighted both the challenges and opportunities of VR use among a wide range of older populations and provided greater insight with its exploration and application in future studies. This included potential use among those older adults who have notable functional limitations, such as those who are immobile, or reside within a care facility.
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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 [44]
The Results (VR Usability > Headset) report that some participants worried the headset might not fit over their glasses. The paper says the opposite of the attributed difficulty: it was large enough to accommodate their glasses, and none had a problem wearing it over them. (LLM, conf=0.90)
Checked by a reasoning model — may be wrong.
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 [44]
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 measuredThere 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 [44]
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 measuredIn 4/13 of the studies, participants had little issue navigating the virtual environments, found it easier to interact after a few practice attempts and once the equipment was fitted correctly, and were able to interact with virtual objects such as other virtual avatars.
“In 4/13 of the studies that described participants’ experiences navigating the virtual environments, participants had little issue in doing so [44,48,50,52]. Participants found it easier to interact with the virtual environment after a few practice attempts [52] and also once the equipment was fitted correctly as this enabled them to focus on using the handheld controllers [50]. Participants were”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [44]
Split into 2 atoms — 0 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 1 unverifiable. Expand the claim to see per-atom verdicts.
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 [44]
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 measured
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 [44]
The Discussion (page unavailable) says limited neck mobility could make it difficult to look around a virtual environment, supporting a potential mobility barrier. It also says participants did not report visual-acuity problems; vision impairment is raised only as a possible issue for others. The Results > VR Usability (page unavailable) describe participants using swivel chairs to explore, not participants unable to turn or use the full 360° view. The retrieved passages do not substantiate a hearing-related barrier. (LLM, conf=0.86)
Experimental — accuracy not yet measuredMost of the preconceptions reported were negative, with a general sense that IVR was a frivolous undertaking with little benefit to older adults and better suited to younger generations, some participants worried they would forget how to use the handheld controllers, others were concerned about glasses and HMD damage, and 1/13 hoped IVR would broaden their horizon.
“Most of the preconceptions reported were negative [15,44,45], with a general sense that IVR was a “frivolous undertaking” with little benefit to older adults and better suited to younger generations [45]. Some participants worried that they would forget how to use the handheld controllers [15], whereas others were concerned about whether their glasses could be worn with the equipment and, if so,”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [44]
Split into 2 atoms — 0 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 1 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measuredIVR 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 [44]
The Results (Applications and Implications of Use; page unavailable) say participants thought VR could let some older adults virtually explore beyond their physical surroundings. That supports a possible form of added agency, but it was a proposed benefit, not a demonstrated effect; the Conclusion describes one small qualitative study, not evidence of this effect in several studies. (LLM, conf=0.83)
Experimental — accuracy not yet measuredConflicting 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 [44]
The Results (VR Usability; page unavailable) describe differing experiences with the headset, including discomfort for two participants and concerns about wearing it with glasses, and report participants’ experiences while seated. They also report visual discomfort and mild imbalance after headset removal, but do not report nausea or explicitly describe dizziness. The claim’s framing of these experiences as conflicts across a synthesis belongs to the citing authors, not to this study. (LLM, conf=0.86)
Experimental — accuracy not yet measuredParticipants 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 [44]
Some studies reported that participants could use the handheld controllers confidently and enjoyed the added control they gave them in the virtual environment.
“some studies reported that participants could use the handheld controllers confidently [15,44] and enjoyed the added control that the handheld controllers gave them in the virtual environment [44].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [44]
Other studies found that participants reported having a positive experience with IVR from a sitting position.
“Despite these issues, other studies found that participants reported having a positive experience with IVR from a sitting position [44,50].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [44]
Older adults can be negatively affected by the added agency they experience in IVR, where it may sometimes only emphasize their own limitations in reality.
“Older adults can also be negatively affected by the added agency they experience in IVR, where it may sometimes only emphasize their own limitations in reality [44].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [44]
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- Authors
- Brown, J. A.
- Affiliations
- Ohio University (US)
- Corresponding author
- Brown, Julie A.
- ORCID
- Brown, Julie A.
- Venue
- Gerontology and Geriatric Medicine
- Publisher
- SAGE Publications
- Published
- 2019-01
- Volume
- 5
- Pages
- 2333721419885287-2333721419885287
- ISSN
- 2333-7214 (ISSN-L)
- PMC
- PMC6836298
- OpenAlex
- W2988039329
- Cited by
- 55
- References
- 9
- Citations by year
- 2026: 4 · 2025: 9 · 2024: 9 · 2023: 9 · 2022: 12 · 2021: 9 · 2020: 3
- FWCI
- 13.62
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Gerontology and Geriatric Medicine (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Demography › Technology Use by Older Adults
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Neuropsychology and Physiological Psychology › Aging and Gerontology Research
- Keywords
- virtual reality, older adults, Samsung Gear VR, mobile virtual reality, usability, user preferences, community-dwelling older adults, functional limitations, care facility residents
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