The advent of immersive exergames through virtual reality (VR) has opened new avenues for promoting physical activity and cognitive engagement among older adults. This paper employed two studies with stakeholders and older adults separately. The stakeholder interviews aimed to gather in-depth insights into the potential benefits, challenges, and design considerations for immersive exergames. The interviews were analyzed using thematic analysis to identify key barriers and patterns. The interview involved 20 older adults who were asked to use a commercial VR exergame and complete a questionnaire about their behavioral intentions. The result showed there is no significant influence of older adults’ age and gender on their intention to use. The study identified five themes: (1) safety concern, (2) family’s and partner’s opinions, (3) financial concern, (4) equipment comfort, and (5) meaningful theme of IEG. According to the results, physical safety, equipment comfort, and economic factors decrease their intention to use IEGs. However, both groups anticipate that these concerns will lessen over time. The influence of opinions and attitudes from family and friends, along with the themes of IEGs, is expected to have a significant impact on future usage intentions. These findings enhance our understanding of IEG use among older adults and stakeholders, offering valuable insights for IEG designers .

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Perspectives from Older Adults and Stakeholders Regarding Immersive Exergames in Virtual Reality

  • Yuyan Qiu,
  • Yan Luximon

摘要

The advent of immersive exergames through virtual reality (VR) has opened new avenues for promoting physical activity and cognitive engagement among older adults. This paper employed two studies with stakeholders and older adults separately. The stakeholder interviews aimed to gather in-depth insights into the potential benefits, challenges, and design considerations for immersive exergames. The interviews were analyzed using thematic analysis to identify key barriers and patterns. The interview involved 20 older adults who were asked to use a commercial VR exergame and complete a questionnaire about their behavioral intentions. The result showed there is no significant influence of older adults’ age and gender on their intention to use. The study identified five themes: (1) safety concern, (2) family’s and partner’s opinions, (3) financial concern, (4) equipment comfort, and (5) meaningful theme of IEG. According to the results, physical safety, equipment comfort, and economic factors decrease their intention to use IEGs. However, both groups anticipate that these concerns will lessen over time. The influence of opinions and attitudes from family and friends, along with the themes of IEGs, is expected to have a significant impact on future usage intentions. These findings enhance our understanding of IEG use among older adults and stakeholders, offering valuable insights for IEG designers .