Design recommendations for the development of virtual reality focusing on the elderly
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.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
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 [48]
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 [48]
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 [48]
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 [48]
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 [48]
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 [48]
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 [48]
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 [48]
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 [48]
1/13 of the studies reported that the more participants were immersed in the virtual environment, the more it enhanced their experience, greater immersion provided a heightened travel experience, enabled escape from reality, and simulated past experiences realistically, while some participants were not convinced and felt like passive observers, and participants needed to interact with content and
“A total of 1/13 of the studies reported that the more participants were immersed in the virtual environment, the more it enhanced their experience [48]. Greater immersion provided a heightened travel experience when exploring places around the world [15,16], enabled participants to escape from their own reality [50], and simulated past experiences in a realistic way [49]. Some participants were”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [48]
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 [48]
Cites
Slater, M., & Wilbur, S. (1997) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1997.6.6.603 · Cited by 3,034 · see citing works
Depth of Presence in Virtual Environments
Slater, M., Usoh, M., & Steed, A. (1994) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1994.3.2.130 · Cited by 1,342 · see citing works
Jerald, J. (2015) · ACM eBooks · doi:10.1145/2792790 · Cited by 1,131 · see citing works
An ecological Theory of Motion Sickness and Postural Instability
Riccio, G. E., & Stoffregen, T. A. (1991) · Ecological Psychology · doi:10.1207/s15326969eco0303_2 · Cited by 761 · see citing works
The uncanny advantage of using androids in cognitive and social science research
MacDorman, K. F., & Ishiguro, H. (2006) · Interaction Studies Social Behaviour and Communication in Biological and Artificial Systems · doi:10.1075/is.7.3.03mac · Cited by 658 · see citing works
(2015) · Cited by 579 · see citing works
Simulator Sickness in Virtual Environments.
Kolasinski, E. M. (1995) · doi:10.21236/ada295861 · Cited by 544 · see citing works
Presence as Being-in-the-World
Zahorik, P., & Jenison, R. L. (1998) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474698565541 · Cited by 413 · see citing works
OECD (2011) · OECD eBooks · doi:10.1787/9789264113558-8-pt · Cited by 272 · see citing works
Poels, K., de Kort, Y. A. W., & IJsselsteijn, W. A. (2007) · TU/e Research Portal · Cited by 265 · see citing works
Construção da Teoria Fundamentada: guia prático para análise qualitativa
Furlanetti, M. R. R., & de Barros, N. F. (2013) · Ciência & Saúde Coletiva · doi:10.1590/s1413-81232013000100029 · Cited by 90 · see citing works
Curball--A Prototype Tangible Game for Inter-Generational Play
Kern, D., Stringer, M., Fitzpatrick, G., & Schmidt, A. (2006) · IEEE International Conference on Enabling Technologies: Infrastructure for Collaborative Enterprises (WETICE) · doi:10.1109/wetice.2006.27 · Cited by 55 · see citing works
Bruun‐Pedersen, J. R., Pedersen, K. S., Serafin, S., & Kofoed, L. B. (2014) · Workshop on Virtual and Augmented Assistive Technology (VAAT) · doi:10.1109/vaat.2014.6799464 · Cited by 48 · see citing works
Reminiscence Therapy using Image-Based Rendering in VR
Chapoulie, E., Guerchouche, R., Petit, P., Chaurasia, G., Robert, P. H., & George Drettakis, B. (2014) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr.2014.6802049 · Cited by 46 · see citing works
Virtual reality for older users: a systematic literature review
Silva, R. S., Mol, A. M., & Ishitani, L. (2019) · International Journal of Virtual Reality · doi:10.20870/ijvr.2019.19.1.2908 · Cited by 35 · see citing works
Self-citationUsability perception of different video game devices in elderly users
Cinco, R. R. P., Acosta, C. O., Cortez, J., & Morán, A. L. (2015) · Universal Access in the Information Society · doi:10.1007/s10209-015-0435-y · Cited by 26 · see citing works
Implications of balance disturbances following exposure to virtual reality systems
Kennedy, R. S., & Lilienthal, M. G. (2002) · doi:10.1109/vrais.1995.512477 · Cited by 25 · see citing works
Cheong, W. L., Jung, Y., & Theng, Y. (2011) · ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry (VRCAI) · doi:10.1145/2087756.2087850 · Cited by 23 · see citing works
Designing video games for the blind: results of an empirical study
Chakraborty, J., Chakraborty, S., Dehlinger, J., & Hritz, J. (2016) · Universal Access in the Information Society · doi:10.1007/s10209-016-0510-z · Cited by 20 · see citing works
Seaborn, K., Pennefather, P., & Fels, D. I. (2015) · Universal Access in the Information Society · doi:10.1007/s10209-015-0450-z · Cited by 11 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
Healy, D., Flynn, A., Conlan, O., McSharry, J., & Walsh, J. (2022) · JMIR Serious Games · doi:10.2196/35802 · Cited by 77 · see citing works
“Participants lived across 9 different countries (Australia [14,15,45], China [16,47], United States [44,50], Denmark [9], Northern Ireland [46], Brazil [48], England [49], Taiwan [52], and Thailand [51]) and 5 different continents (Australia [14,15,45], Asia [16,47,51,52], North America [44,50], South America [48], an…”
BackgroundInfluentialDesign Considerations for Immersive Virtual Reality Applications for Older Adults: A Scoping Review
Ijaz, K., Tran, T. T. M., Kocaballi, A. B., Calvo, R. A., Berkovsky, S., & Ahmadpour, N. (2022) · Multimodal Technologies and Interaction · doi:10.3390/mti6070060 · Cited by 70 · see citing works
Alzheimer's disease diagnosis in the metaverse
Bazargani, J. S., Rahim, N., Sadeghi‐Niaraki, A., Abuhmed, T., Song, H. H., & Choi, S.-M. (2024) · Computer Methods and Programs in Biomedicine · doi:10.1016/j.cmpb.2024.108348 · Cited by 30 · see citing works
Meaningful learning: motivations of older adults in serious games
Cardona, J. A. S., Arango‐López, J., Vela, F. L. G., & Moreira, F. (2023) · Universal Access in the Information Society · doi:10.1007/s10209-023-00987-y · Cited by 22 · see citing works
Kupczik, L., Farrelly, W., & Wilson, S. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph191811250 · Cited by 20 · see citing works
Cardona, J. A. S., Arango‐López, J., Vela, F. L. G., & Moreira, F. (2022) · Lecture notes in networks and systems · doi:10.1007/978-3-031-04819-7_42 · Cited by 16 · see citing works
The impact of outdoor soundscapes at nursing homes on physiological indicators in older adults
Long, X., Lei, Y., Mahyuddin, N., & Din, N. B. C. (2024) · Applied Acoustics · doi:10.1016/j.apacoust.2024.110008 · Cited by 14 · see citing works
Elderly-centered usability heuristics for augmented reality design and development
Nishchyk, A., Sanderson, N. C., & Chen, W. (2024) · Universal Access in the Information Society · doi:10.1007/s10209-023-01084-w · Cited by 10 · see citing works
Zhou, D., Globa, A., & McLaughlan, R. (2025) · Lecture notes in computer science · doi:10.1007/978-3-031-92707-2_28 · Cited by 6 · see citing works
Jawharieh, H., Tabbaa, L., Ang, C. S., Cheung, E. T. H., & Covaci, A. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2400400 · Cited by 5 · see citing works
Górka-Chowaniec, A., & Popek, A. (2025) · International Journal for Quality Research · doi:10.24874/ijqr19.02-01 · Cited by 2 · see citing works
Schneider, I. E., Weber, M., Khadka, A., & Bahlmann, B. (2025) · Environmental Management · doi:10.1007/s00267-025-02283-2 · Cited by 2 · see citing works
Healy, D., Flynn, A., Reilly, G., Conlan, O., Browne, A. C., & Walsh, J. C. (2025) · Psychology and Health · doi:10.1080/08870446.2024.2414807
- 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
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 ›
Are you an author, or do you see a problem with this page? Request a review