A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review
Abstract
:1. Introduction
2. Background
3. Method
3.1. Manuscript Selection Criteria
- Article title search was performed by selecting virtual reality AND older adults.
- For evaluation, the most cited manuscripts published between 2015 and 2024 were selected.
- After the first screening, 240 articles were selected from the Scopus database.
- After the second screening, 225 papers published between 2015 and 2024 were selected.
- After the third screening, the 100 most cited articles were selected.
3.2. Research Trends
3.3. Analysis of Country
3.4. Analysis of Keywords
3.5. Analysis of Countries and Regions
4. Analysis and Outcome
4.1. Analysis of Virtual Environment and Older Adults
4.2. Case Analysis Acceptance of Gamified Virtual Reality Environments by Older Adults
4.3. Question 1: What Factors Influence the Acceptance of VR among Older Adults?
4.4. Question 2: What Are the Theoretical Frameworks in the Study of VR Acceptance among Older Adults?
4.5. Highly Cited Manuscripts on Virtual Reality
5. Challenges
5.1. Technical Barriers
5.2. Cognitive Impairment
5.3. Physical Conditions
5.4. Social Interaction
6. Suggestions and Recommendations
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Rank | Ref | Title | Author Name and Publication Year | Keywords | Manuscript Types | Country | Name of Journal | Publisher | Impact Factor | Total Citation |
---|---|---|---|---|---|---|---|---|---|---|
1 | [40] | Addition of a non-immersive virtual reality component to treadmill training to reduce fall risk in older adults (V-TIME): a randomised controlled trial | Mirelman et al., 2016 | accidental falls; aged; aged, 80 and over; aging; confounding factors epidemiology; | Article | England | Lancet | Elsevier Science | 98.4 | 315 |
2 | [50] | Acceptance of immersive head-mounted virtual reality in older adults | Huygelier et al., 2019 | aged; aged, 80 and over; attitude; female; humans; male; middle aged; | Article | England | Scientific Reports | Nature Portfolio | 3.8 | 159 |
3 | [63] | Older Adults With Cognitive and/or Physical Impairments Can Benefit From Immersive Virtual Reality Experiences: A Feasibility Study | Appel et al., 2020 | dementia; head-mounted-display; interventional study; long-term care; nature; non-pharmacological therapy; simulation; social isolation | Article | Switzerland | Frontiers in Medicine | Frontiers Mediasa | 3.1 | 143 |
4 | [64] | Effects of virtual reality-based physical and cognitive training on executive function and dual-task gait performance in older adults with mild cognitive impairment: A randomized control trial | Liao et al., 2019 | cognitive training; combined physical; dual-task gait; executive function; MCI; virtual reality | Article | Switzerland | Frontiers in Aging Neuroscience | Frontiers Mediasa | 4.1 | 132 |
5 | [65] | Using virtual reality-based training to improve cognitive function, instrumental activities of daily living and neural efficiency in older adults with mild cognitive impairment | Liao et al., 2020 | activities of daily living; aged; cognition; cognitive dysfunction; near-infrared spectroscopy; virtual reality | Article | Italy | European Journal of Physical and Rehabilitation Medicine | Edizioni Minerva Medica | 3.3 | 125 |
6 | [66] | The effect of a virtual reality-based intervention program on cognition in older adults with mild cognitive impairment: A randomized control trial | Thapa et al., 2020 | dementia; electroencephalogram; mild cognitive impairment; virtual reality | Article | Switzerland | Journal of Clinical Medicine | MDPI | 3.0 | 111 |
7 | [67] | Potential of augmented reality and virtual reality technologies to promote wellbeing in older adults | Lee et al., 2019 | augmented reality; evaluation framework; older adults; virtual reality; wellbeing | Review | Switzerland | Applied Sciences | MDPI | - | 99 |
8 | [29] | Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance | Roberts et al., 2019 | activity; leisure; retirement community; technology; usefulness; virtual reality | Article | England | Clinical Gerontologist | Elsevier Science | 2.6 | 96 |
9 | [44] | Evaluating the use of interactive virtual reality technology with older adults living in residential aged care | Baker et al., 2020 | aged care; older adults; virtual reality | Article | England | Information Processing and Management | Elsevier Science | 7.4 | 95 |
10 | [68] | Virtual reality exercise as a coping strategy for health and wellness promotion in older adults during the COVID-19 pandemic | Gao et al., 2020 | cognition; fall prevention; motor ability; obesity; psychological outcomes | Editorial | Switzerland | Journal of Clinical Medicine | MDPI | 3.0 | 94 |
11 | [83] | Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis | Neri et al., 2017 | accidental falls; elderly; physical therapy; prevention; video games | Review | USA | Clinical Rehabilitation | SAGE | 2.6 | 93 |
12 | [9] | The role of virtual reality in improving health outcomes for community-dwelling older adults: Systematic review | Dermody et al., 2020 | 80 and over; aged; aged; health care; independent living; outcome assessment; systematic review; virtual reality | Review | Canada | Journal of Medical Internet Research | JMIR | 5.8 | 92 |
13 | [69] | Virtual Reality Exergames for Improving Older Adults’ Cognition and Depression: A Systematic Review and Meta-Analysis of Randomized Control Trials | Yen and Chiu, 2021 | active ageing; active video game; dementia; depression; mental health; physical activity | Review | USA | Journal of the American Medical Directors Association | Elsevier Science | 4.2 | 92 |
14 | [84] | Use of immersive virtual reality to assess episodic memory: A validation study in older adults | Corriveau Lecavalier et al., 2020 | aging; episodic memory; neuropsychological assessment; validation study; virtual reality | Article | England | Neuropsychological Rehabilitation | Routledge Journals, Taylor & Francis | 1.7 | 68 |
15 | [85] | Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls | Phu et al., 2019 | exercise; falls; fractures; posture; virtual reality | Article | New Zealand | Clinical Interventions in Aging | Dove Medical | 3.5 | 66 |
16 | [14] | The benefits of emotion regulation interventions in virtual reality for the improvement of wellbeing in adults and older adults: A systematic review | Montana et al., 2020 | adults; emotion regulation; systematic review; treatment; virtual reality; wellbeing intervention | Review | Switzerland | Journal of Clinical Medicine | MDPI | 3.0 | 66 |
17 | [86] | The effectiveness of a virtual reality-based tai chi exercise on cognitive and physical function in older adults with cognitive impairment | Hsieh et al., 2019 | cognitive function; cognitive impairment; dementia; exergame; nonpharmacological therapy; physical function; tai chi; virtual reality | Article | Switzerland | Dementia and Geriatric Cognitive Disorders | Karger | 2.2 | 62 |
18 | [81] | Interrogating social virtual reality as a communication medium for older adults | Baker, Kelly, et al., 2019 | avatars; communication; older adults; virtual reality | Article | USA | Proceedings of the ACM on Human-Computer Interaction | ACM | - | 61 |
19 | [87] | Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults | Benham et al., 2019 | aging; older adults; pain; quality of life; virtual reality | Article | USA | OTJR-Occupation Participation and Health | SAGE | - | 60 |
20 | [88] | Vestibular rehabilitation in older adults with and without mild cognitive impairment: Effects of virtual reality using a head-mounted display | Micarelli et al., 2019 | aging; cognitive decline; fast Fourier transform; vestibular hypofunction; vestibular rehabilitation; virtual reality | Article | Ireland | Archives of Gerontology and Geriatrics | Elsevier Ireland | 3.5 | 60 |
21 | [89] | Comparison of the effects of virtual reality-based balance exercises and conventional exercises on balance and fall risk in older adults living in nursing homes in Turkey | Yeşilyaprak et al., 2016 | balance; exercise training; older adults; physical therapy; virtual reality | Article | England | Physiotherapy Theory and Practice | Taylor & Francis | 1.6 | 53 |
22 | [90] | Exergaming Executive Functions: An Immersive Virtual Reality-Based Cognitive Training for Adults Aged 50 and Older | K.-T. Huang, 2020 | executive functions; exergame; older adults; presence; virtual reality | Article | USA | Cyberpsychology Behavior and Social Networking | Mary Ann Liebert | 4.2 | 53 |
23 | [91] | Effects of Virtual Reality Intervention on Cognition and Motor Function in Older Adults With Mild Cognitive Impairment or Dementia: A Systematic Review and Meta-Analysis | S. Zhu et al., 2021 | cognition; dementia; meta-analysis; mild cognitive impairment; motor; virtual reality | Article | Switzerland | Frontiers in Aging Neuroscience | Frontiers Mediasa | 4.1 | 50 |
24 | [92] | Impact of Virtual Reality (VR) experience on older adults’ well-being | Lin et al., 2018 | aging; quality of life; virtual reality; well-being | Conference paper | USA | Lecture Notes in Computer Science | Springer-Verlag Berlin | - | 49 |
25 | [93] | Augmented Reality for Older Adults: Exploring Acceptability of Virtual Coaches for Home-based Balance Training in an Aging Population | Mostajeran et al., 2020 | augmented reality; balance training; health and well-being; older adults | Conference paper | USA | Conference on Human Factors in Computing Systems—Proceedings | ACM | - | 42 |
26 | [94] | Virtual reality-based cognitive–motor rehabilitation in older adults with mild cognitive impairment: A randomized controlled study on motivation and cognitive function | J.-S. Park et al., 2020 | cognitive function; mild cognitive impairment; motivation; virtual reality | Article | Switzerland | Healthcare | MDPI | 2.4 | 41 |
27 | [95] | Assessing the use of immersive virtual reality, mouse and touchscreen in pointing and dragging-and-dropping tasks among young, middle-aged and older adults | Chen and Or, 2017 | human–computer interaction; older adults; virtual reality | Article | England | Applied Ergonomics | Elsevier Sci | 3.1 | 41 |
28 | [96] | Effects of virtual reality-based cognitive training in older adults living without and with mild dementia: A pretest-posttest design pilot study | Zając-Lamparska et al., 2019 | vognitive aging; vognitive remediation; dementia; video games; virtual reality | Article | England | BMC Research Notes | Springernature | 1.6 | 39 |
29 | [8] | Immersive virtual reality as physical therapy in older adults: present or future (systematic review) | Campo-Prieto et al., 2021 | aged; exercise therapy; rehabilitation; virtual reality; virtual reality exposure therapy; virtual reality immersion therapy | Article | England | Virtual Reality | Springer London | 4.4 | 36 |
30 | [97] | Virtual reality training with three-dimensional video games improves postural balance and lower extremity strength in community-dwelling older adults | Y. Lee et al., 2017 | 3-dimensional; falls; older adults; postural balance; virtual reality | Article | USA | Journal of Aging and Physical Activity | Human Kinetics | 1.4 | 35 |
31 | [98] | Virtual Reality–Based Physical Exercise With Exergames (PhysEx) Improves Mental and Physical Health of Institutionalized Older Adults | Monteiro-Junior et al., 2017 | aged; aged, 80 and over; Brazil; exercise; exercise therapy; | Letter | USA | Journal of the American Medical Directors Association | Elsevier Science Inc | 4.2 | 34 |
32 | [27] | Acceptance of Virtual Reality Exergames Among Chinese Older Adults | Xu et al., 2023 | technology acceptance model; virtual reality; exergaming; Chinese older adults; user acceptance; technology-supported healthy living | Article | USA | International Journal of Human-Computer Interaction | Taylor & Francis | 3.4 | 34 |
33 | [54] | The Use of Virtual and Augmented Reality by Older Adults: Potentials and Challenges | Seifert and Schlomann, 2021 | augmented reality; digital divide; inequality; seniors; virtual reality | Article | Switzerland | Frontiers in Virtual Reality | Frontiers Mediasa | 3.2 | 34 |
34 | [99] | System Immersion in Virtual Reality-Based Rehabilitation of Motor Function in Older Adults: A Systematic Review and Meta-Analysis | Høeg et al., 2021 | balance; functional mobility; immersive displays; older adults; pain; rehabilitation; systematic review; virtual reality | Review | Switzerland | Frontiers in Virtual Reality | Frontiers Mediasa | 3.2 | 33 |
35 | [100] | Understanding Motivations and Player Experiences of Older Adults in Virtual Reality Training | De Vries et al., 2018 | exergames; fall prevention; motivation; older adults; user experience; virtual reality | Article | USA | Games for Health Journal | Mary Ann Liebert | 2.2 | 32 |
36 | [101] | The Effectiveness of a Virtual Reality-Based Intervention on Cognitive Functions in Older Adults with Mild Cognitive Impairment: A Single-Blind, Randomized Controlled Trial | Torpil et al., 2021 | aged; cognition; Kinect; rehabilitation; virtual reality | Article | USA | Games for Health Journal | Mary Ann Liebert | 2.2 | 31 |
37 | [102] | Assessment of Instrumental Activities of Daily Living in Older Adults with Subjective Cognitive Decline Using the Virtual Reality Functional Capacity Assessment Tool (VRFCAT) | Atkins et al., 2018 | assessment; endpoints; functioning; iADL; preclinical | Article | Germany | The journal of prevention of Alzheimer’s disease | Springer | - | 31 |
38 | [103] | Using a Nature-Based Virtual Reality Environment for Improving Mood States and Cognitive Engagement in Older Adults: A Mixed-Method Feasibility Study | Kalantari et al., 2022 | cognitive impairment; mood; nature; virtual gardens; virtual reality | Article | USA | Innovation in Aging | Oxford University | 4.9 | 29 |
39 | [104] | Virtual reality and mental health in older adults: a systematic review | Skurla et al., 2022 | aging; cognition; geriatrics; mood; technology; virtual reality; VR | Review | USA | International Psychogeriatrics | Cambridge University | 4.6 | 29 |
40 | [105] | Virtual and augmented reality applications to improve older adults’ quality of life: A systematic mapping review and future directions | Baragash et al., 2022 | augmented reality; healthcare; older adults; quality of life; rehabilitation; training; virtual reality | Review | England | Digital Health | SAGE | 2.9 | 29 |
41 | [106] | Where would you like to eat? A formative evaluation of mixed-reality solitary meals in virtual environments for older adults with mobility impairments who live alone | Korsgaard et al., 2019 | augmented reality; food; solitary dining; technology acceptance; undernourishment; virtual reality | Article | USA | Food Research International | Elsevier | 7.0 | 27 |
42 | [107] | Virtual reality video game improves high-fidelity memory in older adults | Wais et al., 2021 | adult; aged; brain; female; humans | Article | England | Scientific Reports | Nature Portfolio | 3.8 | 27 |
43 | [28] | Acceptance and usability of immersive virtual reality in older adults with objective and subjective cognitive decline | Arlati et al., 2021 | acceptance; cybersickness; immersive virtual reality; mild cognitive impairment; subjective cognitive decline; usability | Article | Netherlands | Journal of Alzheimer’s Disease | IOS | 3.4 | 26 |
44 | [108] | Enabling immersive exercise activities for older adults: A comparison of virtual reality exergames and traditional video exercises | Kruse et al., 2021 | exergame; older adults; video exercise; virtual reality | Article | Switzerland | Societies | MDPI | 1.7 | 26 |
45 | [19] | Acceptance of a virtual reality headset designed for fall prevention in older adults: Questionnaire study | Mascret et al., 2020 | acceptability; acceptance; achievement goals; health; elderly; fall; self-efficacy; technology acceptance model; virtual reality | Article | Canada | Journal of Medical Internet Research | JMIR | 5.8 | 26 |
46 | [13] | Effectiveness of virtual reality technology on functional mobility of older adults: Systematic review and meta-analysis | Corregidor-Sánchez et al., 2021 | exergame; functional mobility; game technology; game-based interventions; older people; rehabilitation; virtual reality | Review | England | Age and Ageing | Oxford University | - | 25 |
47 | [109] | A Scoping Review of Augmented/Virtual Reality Health and Wellbeing Interventions for Older Adults: Redefining Immersive Virtual Reality | Carroll et al., 2021 | augmented reality; older adults; physical/mental health; psychology; scoping review; virtual reality | Review | Switzerland | Frontiers in Virtual Reality | Frontiers Mediasa | 3.2 | 25 |
48 | [17] | How older adults respond to the use of Virtual Reality for enrichment: A systematic review | Thach et al., 2020 | aged care; geron technology; older adults; user experience; virtual reality | Conference paper | USA | ACM International Conference Proceeding Series | ACM | - | 25 |
49 | [110] | The impact of a multitasking-based virtual reality motion video game on the cognitive and physical abilities of older adults | Li et al., 2020 | attention; cognitive enhancement; motion video game; multitasking; older adults; physical activity; physical balance; reasoning; sustainable VR; working memory | Article | Switzerland | Sustainability | MDPI | 3.3 | 24 |
50 | [111] | Effects of virtual reality on moods in community older adults. A multicenter randomized controlled trial | Chan et al., 2020 | cognitive stimulation; elderly; health technology; user experience; virtual reality | Article | England | International Journal of Geriatric Psychiatry | Wiley | 3.6 | 24 |
51 | [16] | Virtual Reality Representations of Nature to Improve Well-Being amongst Older Adults: a Rapid Review | Van Houwelingen-Snippe et al., 2021 | connectedness; digital nature; human–technology interaction; people–environment interaction; social well-being | Review | Germany | Journal of Technology in Behavioral Science | Springer | - | 24 |
52 | [112] | Development and Feasibility of a Virtual Reality Task for the Cognitive Assessment of Older Adults: The ECO-VR | Oliveira et al., 2016 | aging; cognitive assessment; executive functions; validity content; virtual reality | Article | Spain | Spanish Journal of Psychology | Cambridge University | 2.9 | 24 |
53 | [49] | Feasibility, acceptability, and efficacy of virtual reality training for older adults and people with disabilities: Single-arm pre-post study | Chau et al., 2021 | evaluation; older adults; people with disabilities; rehabilitation; virtual reality | Article | Canada | Journal of Medical Internet Research | JMIR | 5.8 | 24 |
54 | [113] | Comparison of individualized virtual reality- and group-based rehabilitation in older adults with chronic stroke in community settings: a pilot randomized controlled trial | M. Lee et al., 2016 | community; group-based rehabilitation; pilot study; randomized controlled trial; stroke; virtual reality | Article | Germany | European Journal of Integrative Medicine | Elsevier Science | 1.9 | 23 |
55 | [45] | Immersive Virtual Reality for Older Adults | Abeele V.V et al., 2021 | design guidelines; laddering; older adults; virtual reality; VR | Article | USA | ACM Transactions on Accessible Computing | ACM | 2.5 | 23 |
56 | [51] | Reminiscence therapy using virtual reality technology affects cognitive function and subjective well-being in older adults with dementia | Tominari et al., 2021 | cognitive function; dementia; reminiscence therapy; virtual reality; well-being | Article | England | Cogent Psychology | Taylor & Francis | 1.6 | 22 |
57 | [114] | Immersive virtual reality is effective in the rehabilitation of older adults with balance disorders: A randomized clinical trial | Lima Rebêlo et al., 2021 | aged; postural balance; virtual reality exposure therapy | Article | England | Experimental Gerontology | Pergamon-Elsevier Science | 3.3 | 22 |
58 | [115] | Virtual reality exercise to improve balance control in older adults at risk of falling | Tsang and Fu, 2016 | accidental falls; aged; aged, 80 and over; exercise therapy; | Article | Hongkong | Hong Kong medical journal | Hong Kong ACAD Medicine | - | 21 |
59 | [116] | Virtual reality in pain therapy: A requirements analysis for older adults with chronic back pain | Stamm et al., 2020 | chronic back pain; exergame; geriatrics; physiotherapy; psychotherapy; virtual reality treatment program | Article | England | Journal of Neuro Engineering and Rehabilitation | BMC | 5.2 | 21 |
60 | [117] | Combination of 3-dimensional virtual reality and hands-on aromatherapy in improving institutionalized older adults’ psychological health: Quasi-experimental study | Cheng et al., 2020 | aromatherapy; happiness; life satisfaction; meditation; older adult; sleep quality; stress; three-dimensional; virtual reality | Article | Canada | Journal of Medical Internet Research | JMIR | 5.8 | 20 |
61 | [118] | Virtual Reality Balance Games Provide Little Muscular Challenge to Prevent Muscle Weakness in Healthy Older Adults | De Vries et al., 2020 | balance; muscle activity; older adults; virtual reality | Article | USA | Games for Health Journal | Mary Ann Liebert | 2.2 | 20 |
62 | [119] | Using Virtual Reality to Improve the Quality of Life of Older Adults with Cognitive Impairments and their Family Members who Live at a Distance | Afifi et al., 2023 | dementia; family members; long-distance; MCI; older adults; relationship maintenance; Rendever; senior living communities; the theory of resilience and relational load; virtual reality | Article | USA | Health Communication | Routledge Journals, Taylor & Francis | 3.0 | 20 |
63 | [120] | Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study | Stamm et al., 2022 | chronic back pain; multimodal pain therapy; physical therapy; psychotherapy; serious gaming; virtual reality | Article | England | Virtual Reality | Springer London | 4.4 | 19 |
64 | [121] | Effects of virtual reality-based spatial cognitive training on hippocampal function of older adults with mild cognitive impairment | J.-H. Park, 2020 | cognitive impairment; hippocampus; navigation; spatial cognition; virtual reality | Article | USA | International Psychogeriatrics | Cambridge University | 4.6 | 19 |
65 | [11] | Design Considerations for Immersive Virtual Reality Applications for Older Adults: A Scoping Review | Ijaz et al., 2022 | design considerations; immersive virtual reality; older adults; user experience | Review | Switzerland | Multimodal Technologies and Interaction | MDPI | 2.4 | 19 |
66 | [122] | Virtual reality (Vr)-based environmental enrichment in older adults with mild cognitive impairment (mci) and mild dementia | Riaz et al., 2021 | cognition; dementia; environmental enrichment; interactivity; mental wellbeing; mild cognitive impairment (MCI); tolerability; virtual reality (VR) | Article | Switzerland | Brain Sciences | MDPI | 2.7 | 19 |
67 | [123] | Effectiveness of virtual reality games in improving physical function, balance and reducing falls in balance-impaired older adults: A systematic review and meta-analysis | Ren et al., 2023 | balance; fall; old adults; physical function; VR interventions | Review | Ireland | Archives of Gerontology and Geriatrics | Elsevier Ireland | 3.5 | 18 |
68 | [124] | Immersive Virtual Reality-Based Cognitive Intervention for the Improvement of Cognitive Function, Depression, and Perceived Stress in Older Adults With Mild Cognitive Impairment and Mild Dementia: Pilot Pre-Post Study | K. Y. Zhu et al., 2022 | cognitive impairment; cognitive intervention; dementia; immersive virtual reality; memory; mild cognitive impairment; older patients; stress; usability; virtual reality; VR | Article | Canada | JMIR Serious Games | JMIR | 3.8 | 18 |
69 | [125] | Virtual Reality and Exercise Training Enhance Brain, Cognitive, and Physical Health in Older Adults with Mild Cognitive Impairment | Yang et al., 2022 | cognition; electroencephalogram; exercise; mild cognitive impairment; virtual reality | Article | Switzerland | International Journal of Environmental Research and Public Health | MDPI | - | 18 |
70 | [126] | Feasibility and Effects of an Immersive Virtual Reality Exergame Program on Physical Functions in Institutionalized Older Adults: A Randomized Clinical Trial | Campo-Prieto et al., 2022 | aged 80 and over; digital health; exercise; games for health; older adults; personalized medicine; physical functions; rehabilitation; videogames; virtual reality exposure therapy | Article | Switzerland | Sensors | MDPI | 3.4 | 18 |
71 | [127] | Development of an 360-degree virtual reality video-based immersive cycle training system for physical enhancement in older adults: a feasibility study: Development of immersive virtual cycle for older adults | N. Lee et al., 2021 | dizziness; equipment and supplies; virtual reality exposure therapy | Article | England | BMC Geriatrics | BMC | 3.4 | 17 |
72 | [128] | Using virtual reality to investigate physical environmental factors related to cycling in older adults: A comparison between two methodologies | Lieze et al., 2020 | 3D-CAVE; active transport; ageing; virtual reality; VR-headset | Article | England | Journal of Transport and Health | Elsevier Sci | 3.2 | 16 |
73 | [129] | The factors affecting older adults’ intention toward ongoing participation in virtual reality leisure activities | Yeh et al., 2019 | experience values; leisure activity; ongoing participation; virtual reality | Article | Switzerland | International Journal of Environmental Research and Public Health | MDPI | - | 16 |
74 | [130] | In too deep? A systematic literature review of fully-immersive virtual reality and cybersickness among older adults | Drazich et al., 2023 | aged; humans; surveys and questionnaires; virtual reality | Review | USA | Journal of the American Geriatrics Society | Wiley | 4.3 | 16 |
75 | [131] | Does Practicing with a Virtual Reality Driving Simulator Improve Spatial Cognition in Older Adults? A Pilot Study | Masoumzadeh and Moussavi, 2020 | Alzheimer’s disease; dementia; driving simulator; serious games; spatial cognition; virtual reality | Article | England | Neuroscience Insights | SAGE | 2.9 | 15 |
76 | [132] | The effect of virtual reality on executive function in older adults with mild cognitive impairment: a systematic review and meta-analysis | D. Yu et al., 2023 | cognitive functioning; executive function; mild cognitive impairment; virtual reality | Review | England | Aging & Mental Health | Routledge Journals, Taylor & Francis | 2.8 | 15 |
77 | [133] | Benefits of Virtual Reality Program and Motor Imagery Training on Balance and Fall Efficacy in Isolated Older Adults: A Randomized Controlled Trial | Kim and Cho, 2022 | COVID-19; isolation; motor imagery training; older adults; virtual reality | Article | Lithuania | Medicina (Lithuania) | MDPI | - | 14 |
78 | [134] | Search strategies used by older adults in a virtual reality place learning task | Davis and Weisbeck, 2015 | aging; cues; environment; hippocampus; strategies; wayfinding | Article | USA | Gerontologist | Oxford University | 4.6 | 14 |
79 | [135] | The Use of Virtual Reality through Head-Mounted Display on Balance and Gait in Older Adults: A Scoping Review | Delgado and Der Ananian, 2021 | balance; gait; older adults; review; virtual reality | Review | USA | Games for Health Journal | Mary Ann Liebert | 2.2 | 14 |
80 | [80] | Neuropsychological assessment of older adults with virtual reality: Association of age, schooling, and general cognitive status | Oliveira et al., 2018 | aging; cognition; executive functions; schooling; virtual reality | Article | Switzerland | Frontiers in Psychology | Frontiers Mediasa | 2.6 | 13 |
81 | [136] | Testing the Feasibility of Virtual Reality with Older Adults with Cognitive Impairments and Their Family Members Who Live at a Distance | Afifi et al., 2021 | dementia; family relationships; livestreaming; networking; virtual reality | Article | USA | Innovation in Aging | Oxford University | 1.9 | 13 |
82 | [137] | Immersive Virtual Reality Exergames to Promote the Well-being of Community-Dwelling Older Adults: Protocol for a Mixed Methods Pilot Study | Mehrabi et al., 2022 | cognition; community-dwelling older adults; COVID-19; exergames; feasibility; mood; perception; physical activity; pilot protocol; virtual reality; well-being | Article | Canada | JMIR Research Protocols | JMIR | 1.4 | 13 |
83 | [138] | Virtual reality prototype for binocular therapy in older children and adults with amblyopia | Elhusseiny et al., 2021 | accommodation paralysis; adolescent; adult; adult disease; age; | Article | USA | Journal of AAPOS | Mosbt-Elsevier | 1.2 | 13 |
84 | [139] | Using Virtual Reality to Assess and Promote Transfer of Memory Training in Older Adults With Memory Complaints: A Randomized Controlled Trial | Boller et al., 2021 | aging; cognitive training; episodic memory; memory complaint; randomized controlled trial; virtual reality | Article | Switzerland | Frontiers in Psychology | Frontiers Mediasa | 2.6 | 13 |
85 | [140] | Effects of user experiences on continuance intention of using immersive three-dimensional virtual reality among institutionalized older adults | C.-M. Huang et al., 2021 | continuance usage intention; geriatric nursing; institutional care; technology for older adults; virtual reality | Article | England | Journal of Advanced Nursing | Wiley | 3.8 | 12 |
86 | [12] | Is Virtual Reality Training More Effective Than Traditional Physical Training on Balance and Functional Mobility in Healthy Older Adults? A Systematic Review and Meta-Analysis | Liu et al., 2022 | balance; functional mobility; older adults; systematic review and meta-analysis; virtual reality training | Review | Switzerland | Frontiers in Human Neuroscience | Frontiers Mediasa | 2.4 | 12 |
87 | [141] | Effects of virtual reality combined cognitive and physical interventions on cognitive function in older adults with mild cognitive impairment: A systematic review and meta-analysis | Yan et al., 2022 | aged; cognitive dysfunction; meta-analysis; virtual reality | Review | Ireland | Ageing Research Reviews | Elsevier Ireland | 12.5 | 12 |
88 | [142] | Immersive Virtual Reality and Complex Skill Learning: Transfer Effects After Training in Younger and Older Adults | Dobrowolski et al., 2021 | cognitive aging; immersive virtual reality; skill training; transfer; work training | Article | Switzerland | Frontiers in Virtual Reality | Frontiers Mediasa | 3.2 | 12 |
89 | [143] | Memory Journalist: Creating Virtual Reality Exergames for the Treatment of Older Adults with Dementia | Rings et al., 2020 | HCI design and evaluation methods; user studies; interaction devices; [human-centered computing]: human computer interaction (HCI) | Conference paper | USA | Proceedings—2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020 | IEEE | - | 11 |
90 | [144] | The feasibility and effectiveness of virtual reality meditation on reducing chronic pain for older adults with knee osteoarthritis | Sarkar et al., 2022 | arthritis; knee pain; older adults; virtual reality | Article | USA | Pain Practice | Wiley | 2.5 | 11 |
91 | [145] | Key Stakeholders’ Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis | Flynn et al., 2022 | dementia; experience; perception; qualitative evidence synthesis (QES); thematic synthesis; virtual reality; VR | Review | Canada | JMIR Serious Games | JMIR | 3.8 | 11 |
92 | [146] | Two Immersive Virtual Reality Tasks for the Assessment of Spatial Orientation in Older Adults with and Without Cognitive Impairment: Concurrent Validity, Group Comparison, and Accuracy Results | Da Costa et al., 2022 | Alzheimer’s disease; biomedical technology; cognitive dysfunction; neuropsychological tests; spatial navigation; validation studies | Article | USA | Journal of the International Neuropsychological Society | Cambridge University | 2.6 | 11 |
93 | [147] | The Technology Explorers: Partnering with Older Adults to Engage with Virtual Reality and Virtual Avatars | Baker, Waycott, et al., 2019 | action research; avatars; older adults; technology probes; virtual reality | Book chapter | Germany | Ageing and Digital Technology: Designing and Evaluating Emerging Technologies for Older Adults | Springer | - | 10 |
94 | [148] | Designing Virtual Reality Assisted Psychotherapy for Anxiety in Older Adults Living with Parkinson’s Disease: Integrating Literature for Scoping | Thangavelu et al., 2022 | anxiety; cognitive behavior therapy; Parkinson’s disease; psychotherapy; virtual reality | Review | Australia | Clinical Gerontologist | Routledge Journals, Taylor & Francis | 2.6 | 10 |
95 | [15] | Fully Immersive Virtual Reality Using 360° Videos to Manage Well-Being in Older Adults: A Scoping Review | Restout et al., 2023 | 360° video; elderly; immersive virtual reality; mental health; well-being | Review | USA | Journal of the American Medical Directors Association | Elsevier Science | 4.2 | 10 |
96 | [149] | The continuous intention of older adult in virtual reality leisure activities: Combining sports commitment model and theory of planned behavior | Jeng et al., 2020 | leisure activities; sports commitment model; theory of planned behavior; virtual reality | Article | Switzerland | Applied Sciences (Switzerland) | MDPI | - | 10 |
97 | [150] | The Feasibility of Using Virtual Reality and Eye Tracking in Research With Older Adults With and Without Alzheimer’s Disease | Davis, 2021 | aging; Alzheimer’s disease; eye tracking; feasibility; spatial cognition; virtual navigation | Article | Switzerland | Frontiers in Aging Neuroscience | Frontiers Mediasa | 4.1 | 9 |
98 | [151] | Effects of semi-immersive virtual reality-based cognitive training combined with locomotor activity on cognitive function and gait ability in community-dwelling older adults | Hwang et al., 2021 | cognitive function; gait; older adult; virtual reality | Article | Switzerland | Healthcare (Switzerland) | MDPI | 2.4 | 9 |
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Rank | Ref | Title | Authors | Domains of Application | Category of VR | Virtual Environment or VR Software | Research Method | Type of End-Users Addressed | Age Range and Quantity of End Users | Conclusion |
---|---|---|---|---|---|---|---|---|---|---|
1 | [26] | Acceptance of gamified virtual reality environments by older adults | Pang and Cheng, 2023 | Recreational VR | HTC Vive | Music room, drawing room, backyard, kitchen, restroom, beach. Cleaning tasks: kitchen and restroom tidying | Semi-structured interviews, TAM, controlled experiment | Living autonomously or residing with their significant other | 15 older adults (>65): Male 8 Female 7 | Participants exhibited positive attitudes and expressed enjoyment upon initial exposure to the VR games. |
2 | [27] | Acceptance of Virtual Reality Exergames Among Chinese Older Adults | Xu et al., 2023 | Recreational VR | Not mentioned | VR exergames involve activities such as punching, slicing, and dancing | TAM, quantitative method with structured questionnaires, controlled experiment | With family: 48; living alone: 3 | 51 older adults (>65): Male 22 Female 29 | The results suggest that older adults who are younger, retired, have higher education levels, better financial status, and good health tend to view VR exergames more positively. |
3 | [49] | Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study | Chau et al., 2021 | Rehabilitation VR | Not mentioned | Realistic scenes (animals, buildings, landscapes) | Qualitative experiment | Institutional and community | 135 older adults (average age 62.7) Male 68 Female 67 | VR games were well received by older adults in the local community, including those with various disabilities. |
4 | [28] | Acceptance and Usability of Immersive Virtual Reality in Older Adults with Objective and Subjective Cognitive Decline | Arlati et al., 2021 | Rehabilitation VR | HTC Vive Pro | Supermarket | TAM3 questionnaire, controlled experiment | Not mentioned | 58 older adults (>60) | Immersive VR is acceptable and enjoyable for both groups of seniors. |
5 | [19] | Acceptance of a Virtual Reality Headset Designed for Fall Prevention in Older Adults: Questionnaire Study | Mascret et al., 2020 | Fall prevention | Not mentioned | Photo | TAM questionnaire | Not mentioned | 271 older adults (65–84) Male 100 Female 171 | The extent to which older adults receive virtual reality headsets to prevent falls has a significant impact. |
6 | [50] | Acceptance of immersive head-mounted virtual reality in older adults | Huygelier et al., 2019 | Recreational VR | Oculus Rift | Natural scenery, time-lapse videos | Action research, questionnaire, controlled experiment, UTAUT | Community dwellers residing in assisted living | 76 older adults (57–94) | The impact of virtual reality applications on the health of older individuals is unaffected by negative attitudes or cyber sickness. |
7 | [29] | Older adults’ experiences with audiovisual virtual reality: perceived usefulness and other factors influencing technology acceptance | Roberts et al., 2019 | Recreational VR | Samsung Gear VR | “Jurassic World” and “Cirque du Soleil” | TAM; semi-structured, controlled experiment | Residents of a retirement community | 41 older adults | Virtual reality received positive reviews; however, adjustments are required to enhance user experience and maximize potential benefits for this demographic. |
Model | Proposer and Time | Basic Variables |
---|---|---|
TAM | Fred D. Davis (1989, 1993) | EV, PU, PEU, ATU, BIU, AS [57] |
TAM2 | Venkatesh and Davis (2000) | SN, I, JR, OQ, RD, E, V, PU, PEU, IU, UB [58] |
UTAUT | Venkatesh and Davis (2003) | PEX, EE, BI, UB, SI, FC, G, A, EVU [59] |
TAM3 | Venkatesh and Bala (2008) | SN, I, JR, OQ, RD, CS, PEC CA, CP, PEN, OU, E, V PU, PEU, IU, UB [60] |
UTAUT2 | Venkatesh Thong and Xu (2012) | PE, EE, SI, FC, HM, PV, H G, A, E, BI, UB [61] |
UTAUT: A synthesis of extensions | Blut, Chong, Tsiga and Venkatesh (2022) | PE, EE, SI, PV, HM, FC, H Compatibility, EPI, costs, BI, UB [62] |
Rank | Ref | DOI URL | Conclusion | Last 5 Years Citation | Total Citation Rank | Research Area | Limitation | Participants |
---|---|---|---|---|---|---|---|---|
1 | [50] | 10.1038/s41598-019-41200-6 | Immersive virtual reality (HMD-VR) offers new opportunities for assessing and treating health problems in older adults with a high degree of safety and acceptability and promotes positive changes in user attitudes through real-world experiences. | 131 | 1 | Multidisciplinary | Insufficient attention given to the impact of cognitive decline on older adults’ tech attitudes. | 76 older people, aged 57 to 94, who were previously unfamiliar with virtual reality. |
2 | [63] | 10.3389/fmed.2019.00329 | For functionally impaired older adults, virtual reality experiences are safe and feasible, improve mood, increase social engagement, have flexible applicability and customization, and are enjoyed and willingly recommended by most participants. | 109 | 3 | Medicine | 1. Unidentified variables affecting participant tolerance and engagement. 2. Lack of understanding regarding tailored VR therapy in diverse settings and populations. 3. The need to explore and assess the potential positive impact of developing more dynamic, social, nostalgic, interactive, multi-sensory, and personalized VR content. | 66 older adults, mean age 80.5, with varying cognitive and/or physical impairments. |
3 | [64] | 10.3389/fnagi.2019.00162 | The use of virtual reality (VR) combined with physical and cognitive training can significantly improve executive function and dual-task gait performance in elderly patients with mild cognitive impairment. | 112 | 2 | Neuroscience | The absence of a control group led to unclear outcome mechanisms. The exercise lacked complexity, failing dual-task induction. Diverse training methods may vary in intensity, needing further study. Multiple statistical tests used with small samples. | 34 community-dwelling older adults with MCI. |
4 | [65] | 10.23736/S1973-9087.19.05899-4 | Virtual reality training not only significantly improves overall cognitive function, verbal memory, and daily living skills in older adults with mild cognitive impairment, but also enhances neurological efficiency and provides a viable intervention for rehabilitation training. | 97 | 4 | Medicine | 1. Ensuring enduring intervention impact requires ongoing follow-up evaluation. 2. Solely assessing emotional dynamics in prefrontal regions may overlook changes in other brain regions. 3. Varied treatment effects may arise from different method combinations, warranting further investigation. | 42 people aged 65 and above |
5 | [66] | 10.3390/jcm9051283 | Virtual reality intervention significantly improves cognitive and physical functioning in patients with mild cognitive impairment. | 84 | 5 | Medicine | 1. Post-intervention follow-up and differences in sessions/supervision between intervention and control groups were not conducted. 2. Gender differences’ effect on VR intervention’s effectiveness needs further exploration in future studies. | 68 patients with mild cognitive impairment (MCI). Ages ranged from 55 to 85 years. |
6 | [67] | 10.3390/app9173556 | In education, augmented reality (AR) and virtual reality (VR) have the advantage of increasing learner engagement and skill retention through immersive and interactive learning. | 75 | 8 | Computer science | Ease of use of external devices, physical issues, and mental health issues. (1) Provide a comfortable experience when using AR and VR technology; (2) promote social interaction or social connection; (3) also induce a positive and enjoyable experience. | Not mentioned. |
7 | [44] | 10.1016/j.ipm.2019.102105 | Interactive virtual reality systems in nursing homes are superior to simple virtual reality systems and can provide rich interactive experiences through social, cognitive, and physical engagement. A qualitative research design using a variety of methods can provide insights into its usability and potential benefits, providing an important reference for future research and virtual reality system design. | 73 | 9 | Computer science | More extensive mixed-method studies are required to ensure the generalizability of findings, extend study duration for long-term evaluation, and tackle implementation challenges of VR in RACF. | 5 RACF residents aged between 74 and 88 Elderly. |
8 | [29] | 10.1080/07317115.2018.1442380 | Virtual reality technology is proving its potential in the older population by stimulating positive emotions, catering to the interests and needs of older adults, providing a convenient device-use experience, replacing traditional activities, and facilitating social interactions. | 76 | 7 | Medicine | Research teams face challenges in data interpretation, theme selection, and naming consistency. Researchers’ backgrounds, expertise, and interests influence theme selection and naming, requiring discussion and agreement among team members. | 41 seniors, including those in nursing homes, assisted living, and independent living. |
9 | [68] | 10.3390/jcm9061986 | Intervention strategies that combine virtual reality (VR) and exercise can enhance the overall health of older adults, increase exercise participation, adapt to home environments, improve rehabilitation, improve mental health, and provide individualized programs, and scientific evidence exists to support their effectiveness. | 77 | 6 | Medicine | Many studies had small sample sizes, often no more than 30 participants, which may affect the external validity of the findings. | Not mentioned. |
10 | [69] | 10.1016/j.jamda.2021.03.009 | Virtual reality sports games moderately improve cognitive and memory function in older adults, have a significant effect on depressive symptoms, outperform research equipment with commercial systems, and enhance physical activity and social interactions, thereby improving mental health. | 63 | 10 | Medicine | The variety of virtual reality exercise games may lead to different results and influence effect comparisons. Some studies did not measure both cognitive function and depressive symptoms, which may lead to bias. The diversity in older age groups may affect the consistency of studies. Lack of details on the intensity of the intervention and mode of participation may affect the assessment of effects. | ≥60 older people; no sample size mentioned. |
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Wang, P.-G.; Ali, N.M.; Sarker, M.R. A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review. Computers 2024, 13, 262. https://doi.org/10.3390/computers13100262
Wang P-G, Ali NM, Sarker MR. A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review. Computers. 2024; 13(10):262. https://doi.org/10.3390/computers13100262
Chicago/Turabian StyleWang, Pei-Gang, Nazlena Mohamad Ali, and Mahidur R. Sarker. 2024. "A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review" Computers 13, no. 10: 262. https://doi.org/10.3390/computers13100262
APA StyleWang, P. -G., Ali, N. M., & Sarker, M. R. (2024). A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review. Computers, 13(10), 262. https://doi.org/10.3390/computers13100262