Evidence map›Paper›PMID 41604499›Full record

ArticleJMIR serious games2026

Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study.

XiaCheng Song, Nazlena Mohamad Ali, Mohamad Hidir Mhd Salim, Muhammad Yudhi Rezaldi

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

XiaCheng SongInstitute of Visual Informatics, National University of Malaysia, Aras 1, Bangi, Selangor, 43600, Malaysia, 60 3 8927 2413.ORCID http://orcid.org/0009-0001-9101-8702
Nazlena Mohamad AliInstitute of Visual Informatics, National University of Malaysia, Aras 1, Bangi, Selangor, 43600, Malaysia, 60 3 8927 2413.ORCID http://orcid.org/0000-0002-2267-8328
Mohamad Hidir Mhd SalimInstitute of Visual Informatics, National University of Malaysia, Aras 1, Bangi, Selangor, 43600, Malaysia, 60 3 8927 2413.ORCID http://orcid.org/0000-0003-4594-7751
Muhammad Yudhi RezaldiResearch Centre for Data and Information Sciences, National Research and Innovation Agency, Bandung, Indonesia.ORCID http://orcid.org/0000-0003-4400-4153

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Longer life expectancy makes physical exercise crucial for active aging. However, adherence to traditional exercise among community-dwelling older adults is generally low. Virtual reality (VR) and mixed reality (MR) Tai Chi exergames, as novel health promotion tools, show significant potential, particularly for older adults exercising in a home setting. Objective: This study aimed to evaluate the usability and feasibility of a VR and MR Tai Chi exergame for community-dwelling older adults, focusing on subjective experience, physiological comfort, and objective interaction performance. The study also explored the relationships between key usability factors and sought to quantify links between objective accuracy and subjective experience (the Game Experience Questionnaire or Virtual Reality Sickness Questionnaire [VRSQ]) to inform choices of display mode, feedback strength, and session length. Methods: Of the 86 community-dwelling older adults recruited for this study, data from 70 participants were considered valid after an initial screening, during which 16 (18.6%) were excluded due to issues with VR adaptation. Participants were sequentially assigned in a rotating order to 1 of 4 variants (VR/MR×soothing/intense) to balance exposure; however, primary analyses were preplanned to be collapsed across variants, focusing on whole-sample usability and feasibility rather than confirmatory between-group hypotheses. The primary outcome measures included the Game Experience Questionnaire, VRSQ, and objective gameplay logs. Results: The VR/MR Tai Chi game demonstrated good overall usability and acceptability among the screened participants. Subjective experience was highly positive, with median scores for "positive affect" (median 4.0) and "competence" (median 3.8) being significantly high, whereas the median for "Challenge" (median 1.4) was significantly low (P<.001 for all). Physiological comfort in the postscreening sample was acceptable, with the most common mild symptoms being dizziness with eyes closed (20.0%) and vertigo (18.6%), both of low severity; however, the initial exclusion of 18.6% of participants due to VR discomfort is noteworthy. Therefore, generalizability is limited because the analyzed sample overrepresents older adults who tolerate immersive displays. Accuracy showed significant positive correlations with flow (ρ=0.342) and competence (ρ=0.322), whereas the VRSQ total score was significantly negatively correlated with positive affect (ρ=-0.334, P=.005). Conclusions: Tai Chi exergames based on immersive technologies offer a feasible and attractive pathway for promoting physical exercise among community-dwelling older adults, particularly within the home environment, supporting the goal of aging in place. As a single, laboratory-based session, the reported satisfaction may partly reflect a novelty effect; therefore, longer-term, home-based follow-ups are needed to assess durability. Analysis of the key usability factors provides guidance for specific design choices, while also indicating directions for future research, such as longitudinal evaluations, extension to more diverse populations, and application in real-world home settings.

Indexed as

agedmotion sicknessTai Chiusability testingvideo gamesvirtual reality

Identifiers

PMID41604499
PMCPMC12851409

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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.