ArticleJMIR research protocols2022
Immersive Virtual Reality Exergames to Promote the Well-being of Community-Dwelling Older Adults: Protocol for a Mixed Methods Pilot Study.
Article in JMIR research protocols, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.
What it found
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Who cites it
17 citing papers in PubMed, 2 syntheses or guidelines pooled it, 44 citations in OpenAlex.
- Service Design Strategies to Enhance Exercise Adherence in Extended Reality Interventions for Older Adults: Systematic Review.JMIR aging · 2026Pooled it
- Effects of digital health interventions on muscle mass, muscle strength, and physical function in older adults with sarcopenia: a systematic review and meta-analysis.Frontiers in public health · 2025Pooled it
- Effectiveness of nonclinic-based dual-task training on physical and cognitive functions and activities of daily living in older adults with cognitive decline: A systematic review and meta-analysis.PLOS digital health · 2026Article
- Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study.JMIR serious games · 2026Article
- Are gamifying exergames the future of intervention for people with dementia? Systematic review and meta-analysis.Frontiers in human neuroscience · 2026Review
- Evaluating the Needs and Characteristics of Individuals of Low Socioeconomic Status Using Digital Health Technology to Address Health-Related Social Needs: Mixed Methods Study With Patients and Care Providers.JMIR human factors · 2025Article
- Multimodal cross-system virtual reality (VR) ball throwing dataset for VR biometrics.Data in brief · 2025Article
- Physical Inactivity and Cardiovascular Health in Aging Populations: Epidemiological Evidence and Policy Implications from Riyadh, Saudi Arabia.Life (Basel, Switzerland) · 2025Article
- At-Home Immersive Virtual Reality Exergames to Reduce Cardiometabolic Risk Among Office Workers: Protocol for a Randomized Controlled Trial.JMIR research protocols · 2025Article
- The IntegraPark Study: An Opportunity to Facilitate High-Intensity Exercise with Immersive Virtual Reality in Parkinson's Disease Patients.Journal of functional morphology and kinesiology · 2024Article
- Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications.Current heart failure reports · 2024Review
- Age Unplugged: A Brief Narrative Review on the Intersection of Digital Tools, Sedentary and Physical Activity Behaviors in Community-Dwelling Older Adults.Healthcare (Basel, Switzerland) · 2024Review
- Fully immersive virtual reality exergames with dual-task components for patients with Parkinson's disease: a feasibility study.Journal of neuroengineering and rehabilitation · 2023Article
- Virtual reality as a tool to explore multisensory processing before and after engagement in physical activity.Frontiers in aging neuroscience · 2023Article
- The Effectiveness of Home-Based Exergames Training on Cognition and Balance in Older Adults: A Comparative Quasi-Randomized Study of Two Exergame Interventions.Innovation in aging · 2023Article
- Introducing and Familiarising Older Adults Living with Dementia and Their Caregivers to Virtual Reality.International journal of environmental research and public health · 2022Article
- Bridging game metrics and user perception in remote virtual reality exergames: Lessons from a COVID-19 home-based study.Digital healthArticle
Corrections and comments
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Authors and funding
7 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundDespite the proven benefits of exercise in older adults, challenges such as access and motivation can deter their engagement. Interactive virtual reality (VR) games combined with exercise (exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research on the feasibility, acceptability, and potential benefits of deploying at-home VR exergames among community-dwelling older adults.
objectiveThe objectives of this study are to estimate the feasibility, usability, and acceptability of a co-designed VR exergame in community-dwelling older adults; examine intervention feasibility and assessment protocols for a future large-scale trial; and provide pilot data on outcomes of interest (physical activity, exercise self-efficacy, mood, cognition, perception, and gameplay metrics).
methodsThe study will be a remote, 6-week intervention comprising an experimental and a control group. A sample of at least 12 community-dwelling older adults (with no or mild cognitive impairment) will be recruited for each group. Both groups will follow the same study procedures and assessment methods. However, the experimental group will engage with a co-designed VR exergame (Seas The Day) thrice weekly for approximately 20 minutes using the Oculus Quest 2 (Facebook Reality Labs) VR headset. The control group will read (instead of playing Seas The Day) thrice weekly for approximately 20 minutes over the 6-week period. A mixed methods evaluation will be used. Changes in physical activity, exercise self-efficacy, mood, cognition, and perception will be compared before and after acute data as well as before and after the 6 weeks between the experimental (exergaming) and control (reading) groups. Qualitative data from postintervention focus groups or interviews and informal notes and reports from all participants will be analyzed to assess the feasibility of the study protocol. Qualitative data from the experimental group will also be analyzed to assess the feasibility, usability, and acceptability of at-home VR exergames and explore perceived facilitators of and barriers to uptaking VR systems among community-dwelling older adults.
resultsThe screening and recruitment process for the experimental group started in May 2021, and the data collection process will be completed by September 2021. The timeline of the recruitment process for the control group is September 2021 to December 2021. We anticipate an estimated adherence rate of ≥80%. Challenges associated with VR technology and the complexity of remote assessments are expected.
conclusionsThis pilot study will provide important information on the feasibility, acceptability, and usability of a custom-made VR exergaming intervention to promote older adults' well-being. Findings from this study will be useful to inform the methodology, design, study procedures, and assessment protocol for future large-scale trials of VR exergames with older adults as well as deepen the understanding of remote deployment and at-home use of VR for exercise in older adults. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/32955.
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