ArticleFrontiers in public health2025
Harnessing the transformative potential of gamified virtual reality sports to enhance perceived life expectancy in older men at risk of suicide.
Article in Frontiers in public health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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Abstract
Objectives: Suicidal vulnerability in older adults represents a growing public health concern, demanding innovative, non-pharmacological interventions that can promote psychological resilience. The present study aimed to examine the effects of gamified virtual reality (VR) sports training on perceived life expectancy among older men identified as being at elevated psychological risk. The study conceptualized perceived life expectancy as an indirect indicator of suicide-related vulnerability, reflecting an individual's subjective sense of future time perspective and hopefulness. Methods: A quasi-experimental pretest-posttest design with a non-equivalent control group was used. Participants were community-dwelling older men screened and confirmed to have suicidal ideation through structured clinical interviews conducted by geriatric and mental-health specialists. A total of 110 eligible participants were included. Consequently, participants were assigned to intervention and control groups using a convenience allocation procedure (non-random assignment). The intervention group ( Results: Participants in the gamified VR group showed significantly higher post-intervention scores in perceived life expectancy compared to the control group ( Conclusion: Gamified VR sports training appears to be an effective and engaging non-pharmacological approach to fostering psychological well-being and hopefulness in older adults at risk of suicide. By integrating physical activation, cognitive stimulation, and immersive engagement, this method offers a scalable and technologically supported pathway for mental health promotion in older populations.
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