Enabling Immersive Exercise Activities for Older Adults
A Comparison of Virtual Reality Exergames and Traditional Video Exercises
Bibliographic Data
| ID | 13025178 |
|---|---|
| Authors | Lucie Kruse (0000-0002-1914-7008, Universität Hamburg, corresponding author), Sukran Karaosmanoglu (0000-0002-9624-4258, Universität Hamburg), Sebastian Rings (0000-0002-2020-4508, Universität Hamburg), Benedikt Ellinger (Statistisches Bundesamt), Frank Steinicke (0000-0001-9879-7414, Universität Hamburg) |
| Year | 2021 |
| Volume | 11 |
| Issue | 4 |
| Pages | 134-134 |
| Publication date | 2021-11-09 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Societies (JOURNAL) |
| Journal identifiers | ISSN: 2075-4698 • E-ISSN: 2075-4698 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/soc11040134 |
| OpenAlex | W3212759588 |
| Language | EN |
| Citations received | 2 |
| References cited | 52 |
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
Cognition · Feeling · Human–computer interaction · Multimedia · Task (project management · Video game · Virtual reality · Workload · Applied Psychology · Computer Science · Engineering · Flow Experience in Various Fields · Psychology · Social Psychology · Stroke Rehabilitation and Recovery · Virtual Reality Applications and Impacts
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| Citations per year | 1 |
|---|---|
| Citation span | 2024 - 2025 (2) |
| Highly cited | No |