Cited by 14Technology Use by Older AdultsVirtual Reality Applications and ImpactsEducational Games and Gamification

Design recommendations for the development of virtual reality focusing on the elderly

Mol, Artur Martins, Silva, Romulo Santos, Ishitani, Lucila·2019·2019 14th Iberian Conference on Information Systems and Technologies (CISTI)

Abstract

Due to the loss of physical and cognitive skills, older people may need special support to help them in daily activities. These activities can be a source of fun and entertainment, and at the same time improve their physical and psychological well-being. One of the options to meet the needs and expectations of the older people may be to use virtual reality (VR) games. For this purpose, it's important to identify design elements that make virtual reality games more suitable for the elderly audience. This study aims to check design recommendations extracted from previous research and also to identify new information that can contribute to the design of VR games focused on older people. In order to achieve this objective, we developed a virtual reality game for user testing with older participants. Participants' experience was recorded for qualitative analysis based on grounded theory. Besides a grounded theory, the results include a list of recommendations for games in virtual reality aimed at the elderly.

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Crossref · 10.23919/cisti.2019.8760890

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20 of 20 references verified0 citation errors · 0 not checkable

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  • 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].”
  • 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”
  • 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].”
  • 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].”
  • 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”

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Authors
Mol, A. M., Silva, R. S., & Ishitani, L.
Affiliations
Pontifícia Universidade Católica de Minas Gerais (BR)
Venue
2019 14th Iberian Conference on Information Systems and Technologies (CISTI)
Publisher
IEEE
Published
2019-06
Pages
1-6
OpenAlex
W2962547976
Cited by
14
References
19
Citations by year
2025: 4 · 2024: 4 · 2023: 1 · 2022: 4 · 2021: 1
FWCI
4.26
Type
conference paper
Language
en
Open access
closed
Locations
Iberian Conference on Information Systems and Technologies (CISTI) (publishedVersion)
Topics
  • Social Sciences › Demography › Technology Use by Older Adults
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
virtual reality games, older adults, game design recommendations, user experience, aging, cognitive decline, physical activity, user testing

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