ArticleScientific reports2025
A virtual reality game for older adults' immersive learning.
Article in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper, 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
1 citing paper in PubMed, 1 synthesis or guideline pooled it.
- Immersive Technologies for Cognitive Rehabilitation in Dementia and Mild Cognitive Impairment: Systematic Review.Journal of medical Internet research · 2026Pooled it
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
This article presents a feasibility study that assessed the effectiveness of a virtual reality (VR) game in training older adults' cognitive and independent living skills. A home-like virtual environment, comprising six mini-games, each designed to target a specific type of learning, was created to enhance the gamified experience. A qualitative approach was used to evaluate the feasibility of the gamified approach, involving semi-structured interviews with older adults (N = 30) who had played the VR game. Findings revealed positive feedback on the VR game's effectiveness in facilitating learning among older adults, including ease of use and perceived usefulness which informed their acceptance of the technology, as well as the competency and cognitive developments afforded by the VR game. The gaming experience also offers varying degrees of stimulation and engagement, although some negative experiences, such as cybersickness and anxiety, were identified that may require further attention. The study's findings offer insights into the feasibility of employing digital game-based learning for older adults within an immersive learning environment and provide best practices for designing VR games that promote the development of cognitive and independent living skills.
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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.