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Harnessing the transformative potential of gamified virtual reality sports to enhance perceived life expectancy in older men at risk of suicide

Datos Bibliográficos

ID22071564
AutoresJinjin Zhang (0000-0002-5557-3637, Zhengzhou Business University, autor de correspondencia), Bingjie Wu (0000-0002-8180-3002, Henan Forestry Vocational College), Xiaofen Ding (Hunan First Normal University)
Año2025
Volumen13
Páginas1656261-1656261
Fecha de publicación2025-12-11
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaFrontiers in Public Health (JOURNAL)
Identificadores de la revistaISSN: 2296-2565 • E-ISSN: 2296-2565
EditorialFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fpubh.2025.1656261
PMID41458416
OpenAlexW7114799333
IdiomaEN
Referencias citadas39

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 ( n = 55) completed a structured 5-week gamified VR-based exercise program (15 sessions), while the control group ( n = 55) participated in an equivalently timed traditional exercise program matched for intensity, frequency, supervision, and safety procedures. Perceived life expectancy was measured using a validated adapted version of the Robbins scale. Data were analyzed using ANCOVA controlling for baseline scores and prespecified covariates. Results Participants in the gamified VR group showed significantly higher post-intervention scores in perceived life expectancy compared to the control group ( F (1,107) = 796.466, p < 0.001, η 2 = 0.882), indicating a large and meaningful intervention effect. Improvements in perceived life expectancy were interpreted as a reduction in psychological vulnerability and an enhanced sense of future orientation. 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

Cognition · Expectancy theory · Hopefulness · Life expectancy · Mental health · Poison control · Suicide prevention · Transformative learning · Virtual reality · Digital Mental Health Interventions · Suicide and Self-Harm Studies · Virtual Reality Applications and Impacts

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