ArticleJMIR research protocols2016
Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study.
Article in JMIR research protocols, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
18 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review.Frontiers in human neuroscience · 2020Pooled it
- A Web-Based Virtual Environment Behavioral Intervention as Cardiovascular Disease and Metabolic Disease Prevention Education in Persons With HIV: Evaluation of the LEARN Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- AI virtual digital human influencers vs. human influencers: the impact of health short videos on older adults' cognition and attitude.Frontiers in public health · 2026Article
- A pilot feasibility study of a tablet-based virtual community application with shared avatars for promoting health behavior change in older adult care facilities.Frontiers in digital health · 2026Article
- Leveraging virtual reality to improve medication adherence among marginalized populations with high-risk chronic health conditions: Proof-of-concept protocol, considerations, and next steps.Proceedings of the ... Annual Hawaii International Conference on System Sciences. Annual Hawaii International Conference on System Sciences · 2025Article
- Immersive virtual reality to assess unilateral spatial neglect in stroke patients: a preliminary study.Journal of rehabilitation medicine · 2025Article
- Development of a Core Set of Quality Criteria for Virtual Reality Applications Designed for Older Adults: Multistep Qualitative Study.Interactive journal of medical research · 2023Article
- Design and Evaluation of Personalized Services to Foster Active Aging: The Experience of Technology Pre-Validation in Italian Pilots.Sensors (Basel, Switzerland) · 2023Article
- The Technology Acceptance Model and Older Adults' Exercise Intentions-A Systematic Literature Review.Geriatrics (Basel, Switzerland) · 2022Review
- Cardiovascular Disease Prevention Education Using a Virtual Environment in Sexual-Minority Men of Color With HIV: Protocol for a Sequential, Mixed Method, Waitlist Randomized Controlled Trial.JMIR research protocols · 2022Article
- Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study.JMIR serious games · 2021Article
- Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study.Frontiers in human neuroscience · 2020Article
- Patient preferences for using mobile technologies in clinical trials.Contemporary clinical trials communications · 2019Article
- Using Mobile Technology to Provide Personalized Reminiscence for People Living With Dementia and Their Carers: Appraisal of Outcomes From a Quasi-Experimental Study.JMIR mental health · 2018Article
- VA FitHeart, a Mobile App for Cardiac Rehabilitation: Usability Study.JMIR human factors · 2018Article
- Acceptance of different design exergames in elders.PloS one · 2018Article
- Implications for Training on Smartphone Medication Reminder App Use by Adults With Chronic Conditions: Pilot Study Applying the Technology Acceptance Model.JMIR formative research · 2017Article
- Patient-perceived acceptability of a virtual world-based cardiac rehabilitation program.Digital healthArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual worlds allow users to communicate and interact across various environments, scenarios, and platforms. Virtual worlds present opportunities in health care to reduce the burden of illness and disability by supporting education, rehabilitation, self-management, and social networking. The application of virtual worlds to older adults who bear the burden and cost of health conditions associated with age has not been evaluated.
objectiveThe aim of this study is to explore the usability, ease of use, and enjoyment of a virtual world by older adults, the types of virtual world activities that older adults may engage in, and the perceptions of older adults regarding the application of virtual worlds in health care.
methodsThis quasi-experimental pre-post design research was guided by the Technology Acceptance Model (TAM). Participants were recruited from a Lifelong Learning Institute (LLI) program at Nova Southeastern University. Participants attended four training sessions over a 5-week period in the Second Life (SL) virtual world. Subjects were surveyed before and after the training on perceived ease of use, attitudes towards technology, behavioral intention to use the system, facilitating conditions, effort expectancy, and self-efficacy.
resultsOlder adults (N=19) completed the informed consent and attended the first training session, and 11 participants (58%, 11/19) completed the full training and the post survey. Completers (82%, 9/11) were more likely than non-completers (37%, 3/8) to consider themselves technologically savvy (P=.048), and to express confidence in being able to use the virtual world (100%, 11/11 vs 37%, 3/8; P=.002). All completers (100%, 11/11) perceived that SL has application in health behaviors and disease and reducing social isolation among people who are homebound. Of the completers, 10 (91%, 10/11) responded that they enjoyed learning how to use SL. Completers suggested that future trainings include more assistants and smaller groups.
conclusionsThis pilot study suggests that virtual worlds can be both a feasible and an applicable method to promote health among some seniors. Future research on virtual worlds with older populations should consider using state-of-the art technology including large monitors, providing a minimum of one trainer for every two to three participants, and distributing a comprehensive training manual at the start of the training to support organization and recall.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.