Skip to main content

Towards a Social VR-based Exergame for Elderly Users: An Exploratory Study of Acceptance, Experiences and Design Principles

Part of the Lecture Notes in Computer Science book series (LNCS,volume 13317)

Abstract

For many elderly individuals, the aging experience is associated with a lack of social interaction and physical exercise that may negatively affect their health. To address these issues, researchers have designed experiences based on immersive virtual reality (VR) and 2D screen-based exergames. However, very few have studied the use of social VR for elderly, in which users can interact remotely through avatars in a single, shared, immersive virtual environment, using a head-mounted display. Additionally, there is limited research on the experience of elderly in performing interactive activities, especially game-based activities, in social VR. We conducted an exploratory study with 10 elderly people who never experienced VR before, to evaluate an avatar-mediated interaction-based social VR game prototype. Based on a mixed-methods approach, our study presents new insights into the usability, acceptance, and gameplay experience of elderly in a social VR game. Moreover, our study reflects upon design principles that should be considered when developing social VR games for elderly to ensure an engaging and safe user experience. Our results suggest that such games have a potential among the user group. Direct hand manipulation, based on hand tracking for interaction with 3D objects, presented an engaging and intuitive interaction paradigm, and the social game activity in VR was found to be enjoyable.

Keywords

  • Social VR
  • Avatar-mediated interaction
  • Metaverse
  • Eldercare
  • Immersive VR
  • Health games
  • COVID-19

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   79.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   99.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Baker, S., et al.: Combatting social isolation and increasing social participation of older adults through the use of technology: a systematic review of existing evidence. Australasian J. Ageing 37, 184–193 (2018)

    CrossRef  Google Scholar 

  2. Manini, T.M.: Mobility decline in old age: a time to intervene. Exercise Sport Sci. Rev. 41, 2 (2013)

    CrossRef  Google Scholar 

  3. Van Santen, J., et al.: Effects of exergaming in people with dementia: results of a systematic literature review. J. Alzheimer’s Disease 63, 741–760 (2018)

    CrossRef  Google Scholar 

  4. Cacciata, M., et al.: Effect of exergaming on health-related quality of life in older adults: a systematic review. Int. J. Nurs. Stud. 93, 30–40 (2019)

    CrossRef  Google Scholar 

  5. Wu, Y.-Z., Lin, J.-Y., Wu, P.-L., Kuo, Y.-F.: Effects of a hybrid intervention combining exergaming and physical therapy among older adults in a long-term care facility. Geriatrics Gerontology Int. 19, 147–152 (2019)

    CrossRef  Google Scholar 

  6. Chen, A.T., et al.: Reactions to COVID-19, information and technology use, and social connectedness among older adults with pre-frailty and frailty. Geriatric Nurs. 42, 188–195 (2021)

    CrossRef  Google Scholar 

  7. Morrow-Howell, N., Galucia, N., Swinford, E.: Recovering from the COVID-19 pandemic: a focus on older adults. J. Aging Soc. Policy 32, 526–535 (2020)

    CrossRef  Google Scholar 

  8. Seifert, A.: The Digital Exclusion of Older Adults during the COVID-19 Pandemic. J. Gerontol. Soc. Work 63, 674–676 (2020)

    CrossRef  Google Scholar 

  9. Cook, N., Winkler, S.L.: Acceptance, usability and health applications of virtual worlds by older adults: a feasibility study. JMIR Res. Protocols 5, e5423 (2016)

    Google Scholar 

  10. Reed, D.J., Fitzpatrick, G.: Acting your age in second life. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W., Rowland, D. (eds.) Fun and Games 2008. LNCS, vol. 5294, pp. 158–169. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-88322-7_16

  11. Siriaraya, P., Ang, C.S.: In Perspectives on Human-Computer Interaction Research with Older People, pp. 101–117 Springer, Switzerland ( 2019)

    Google Scholar 

  12. Siriaraya, P., Ang, C.S., Bobrowicz, A.: Exploring the potential of virtual worlds in engaging older people and supporting healthy aging. Behav. Inf. Technol. 33, 283–294 (2014)

    Google Scholar 

  13. Baker, S., et al.: Avatar-mediated communication in social VR: an in-depth exploration of older adult interaction in an emerging communication platform. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pp. 1–13 (2021)

    Google Scholar 

  14. Peixoto, S.V., et al.: Physical activity practice among older adults: results of the elsi-brazil. Revista de Saude Publica 52, 5s, e5423 (2018)

    Google Scholar 

  15. Júnior, J.L.A.D.S., et al.: A bowling exergame to improve functional capacity in older adults: co-design, development, and testing to compare the progress of playing alone versus playing with peers. JMIR Serious Games 9, e23423 (2021)

    Google Scholar 

  16. Gao, Z., Lee, J.E., McDonough, D.J., Albers, C.: Virtual reality exercise as a coping strategy for health and wellness promotion in older adults during the COVID-19 pandemic (2020)

    Google Scholar 

  17. Li, J., et al.: The social effects of exergames on older adults: systematic review and metric analysis. J. Med. Int. Res. 20, e10486 (2018)

    Google Scholar 

  18. Li, J., Theng, Y.-L., Foo, S.: Play mode effect of exergames on subthreshold depression older adults: a randomized pilot trial. Front. Psychol. 11, 2912 (2020)

    Google Scholar 

  19. Cyarto, E. V., Batchelor, F., Baker, S. Dow, B.: Active ageing with avatars: a virtual exercise class for older adults. In: Proceedings of the 28th Australian Conference on Computer-Human Interaction (2016), 302–309

    Google Scholar 

  20. Goršič, M., Cikajlo, I., Novak, D.: Competitive and cooperative arm rehabilitation games played by a patient and unimpaired person: effects on motivation and exercise intensity. J. Neuroeng. Rehabilitation 14, 1–18 (2017)

    Google Scholar 

  21. Arlati, S., et al.: A social virtual reality-based application for the physical and cognitive training of the elderly at home. Sensors 19, 261 (2019)

    Google Scholar 

  22. Nawaz, A., et al.: Designing simplified exergame for muscle and balance training in seniors: a concept of ‘Out in Nature’. In: Proceedings of the 8th International Conference on Pervasive Computing Technologies for Health- care, 309–312 (2014)

    Google Scholar 

  23. González-González, C.S., Toledo-Delgado, P.A., Mu noz-Cruz, V., Torres-Carrion, P.V.: Serious games for rehabilitation: gestural interaction in personalized gamified exercises through a recommender system. J. Biomed. Inf. 97, 103266 (2019)

    Google Scholar 

  24. Afyouni, I., Murad, A., Einea, A.: Adaptive rehabilitation bots in serious games. Sensors 20, 7037 (2020)

    Google Scholar 

  25. O’Brien, C.J., Smith, J.L., Beck, D.E.: Real relationships in a virtual world: social engagement among older adults in second life. Gerontechnology 15, 171–179 (2016)

    Google Scholar 

  26. Kim, A., Darakjian, N., Finley, J.M.: Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson’s disease. J. Neuroeng. Rehab. 14, 1–12 (2017)

    Google Scholar 

  27. Hayhurst, J.: How augmented reality and virtual reality is being used to support people living with dementia—design challenges and future directions. In: Jung, T., tom Dieck, M.C. (eds.) Augmented Reality and Virtual Reality. PI, pp. 295–305. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-64027-3_20

  28. La Corte, V., Sperduti, M., Abichou, K., Piolino, P.: Episodic memory assessment and remediation in normal and pathological aging using virtual reality: a mini review. Front. Psychol. 10, 173(2019)

    Google Scholar 

  29. Lange, B.S., et al.: The potential of virtual reality and gaming to assist successful aging with disability. Phys. Med. Rehab. Clinic. 21, 339–356 (2010)

    Google Scholar 

  30. Skæret, N., et al.: Exercise and rehabilitation delivered through exergames in older adults: an integrative review of technologies, safety and efficacy. Int. J. Med. Inf. 85, 1–16 (2016)

    Google Scholar 

  31. Gil-Gómez, J.-A., et al.: USEQ: a short questionnaire for satisfaction evaluation of virtual rehabilitation systems. Sensors 17, 1589 (2017)

    Google Scholar 

Download references

Acknowledgement

The authors are grateful to the Norwegian University of Science and Technology (NTNU) for supporting the project, and all the cordial participants and professionals who made this study possible.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Syed Hammad Hussain Shah .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Shah, S.H.H., Hameed, I.A., Karlsen, A.S.T., Solberg, M. (2022). Towards a Social VR-based Exergame for Elderly Users: An Exploratory Study of Acceptance, Experiences and Design Principles. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality: Design and Development. HCII 2022. Lecture Notes in Computer Science, vol 13317. Springer, Cham. https://doi.org/10.1007/978-3-031-05939-1_34

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-05939-1_34

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05938-4

  • Online ISBN: 978-3-031-05939-1

  • eBook Packages: Computer ScienceComputer Science (R0)