Cited by 55Technology Use by Older AdultsVirtual Reality Applications and ImpactsAging and Gerontology Research

An Exploration of Virtual Reality Use and Application Among Older Adult Populations

Open access
Brown, Julie A.·2019·Gerontology and Geriatric Medicine

Abstract

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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Crossref · 10.1177/2333721419885287

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9 of 9 references verified0 citation errors · 0 not checkable

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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)

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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 [44]

    Split into 2 atoms — 1 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

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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 [44]

    Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

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  • In 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.

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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 [44]

    Split into 2 atoms — 0 confirmed, 2 partially supported, 0 disputed, 0 misattributed, 0 unverifiable. Expand the claim to see per-atom verdicts.

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Authors
Brown, J. A.
Affiliations
Ohio University (US)
Corresponding author
Brown, Julie A.
Venue
Gerontology and Geriatric Medicine
Published
2019-01
Volume
5
Pages
2333721419885287-2333721419885287
ISSN
2333-7214 (ISSN-L)
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
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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