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A virtual reality game for older adults' immersive learning
Lee Cheng1, Wing Yan Jasman Pang2, Anthony Kong3
1Cambridge School of Creative Industries, Anglia Ruskin University, Cambridge, UK. lee.cheng@aru.ac.uk.
Scientific Reports
|July 2, 2025
Summary
This study found that a virtual reality (VR) game effectively trained older adults in cognitive and independent living skills. The engaging VR experience was well-received, though cybersickness requires further consideration.
Area of Science:
- Gerontology
- Human-Computer Interaction
- Educational Technology
Background:
- Older adults often experience declines in cognitive function and independent living skills.
- Virtual reality (VR) offers immersive environments with potential for cognitive training.
- Digital game-based learning is an emerging area for enhancing skills in older populations.
Purpose of the Study:
- To assess the feasibility and effectiveness of a VR game for training older adults' cognitive and independent living skills.
- To evaluate user experience and identify best practices for VR game design in this demographic.
Main Methods:
- A qualitative feasibility study was conducted with 30 older adults.
- Participants engaged with a VR game featuring six mini-games in a home-like virtual environment.
- Semi-structured interviews were used to gather feedback on usability, perceived usefulness, and experienced outcomes.
Main Results:
- Older adults reported positive experiences, noting the VR game's ease of use and perceived usefulness.
- Participants demonstrated competency and cognitive development through the VR gaming experience.
- Identified challenges included cybersickness and anxiety, indicating areas for design improvement.
Conclusions:
- VR games are a feasible and potentially effective tool for enhancing cognitive and independent living skills in older adults.
- The study provides insights into designing engaging and beneficial VR learning environments for seniors.
- Further research should address negative side effects like cybersickness to optimize VR interventions.

