Enabling Immersive Exercise Activities for Older Adults: A Comparison of Virtual Reality Exergames and Traditional Video Exercises

Author:

Kruse LucieORCID,Karaosmanoglu Sukran,Rings Sebastian,Ellinger Benedikt,Steinicke Frank

Abstract

Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and heart rate of the participants, as well as their enjoyment, attention to the task, and perceived workload. In the VR condition, we additionally assessed their feeling of cybersickness. Finally, qualitative feedback about their preferences was collected. The results indicate that our immersive VR exergame can be a suitable alternative, but not a replacement for traditional 2D video-based exercise activities. Furthermore, the cognitive aspect of exergames can lead to the feeling of physical workload, even if easy movements are performed. Finally, we discuss the implications of our results for future VR exergames and point out advantages and disadvantages of the systems.

Funder

Federal Ministry of Education and Research

Publisher

MDPI AG

Subject

General Social Sciences

Cited by 26 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Acceptance of physical activity virtual reality games by residents of long-term care facilities: A qualitative study;PLOS ONE;2024-06-25

2. The Age-Reward Perspective: A Systematic Review of Reward Mechanisms in Serious Games for Older People;ACM International Conference on Interactive Media Experiences;2024-06-07

3. Designing a Multisensory VR Game Prototype for Older Adults - the Acceptability and Design Implications;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

4. LightSword: A Customized Virtual Reality Exergame for Long-Term Cognitive Inhibition Training in Older Adults;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

5. Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

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