Cheng Lee, Pang Wing Yan Jasman, Kong Anthony
Cambridge School of Creative Industries, Anglia Ruskin University, Cambridge, UK.
Department of Cultural and Creative Arts, The Education University of Hong Kong, Hong Kong, China.
Sci Rep. 2025 Jul 1;15(1):22195. doi: 10.1038/s41598-025-07354-2.
This article presents a feasibility study that assessed the effectiveness of a virtual reality (VR) game in training older adults' cognitive and independent living skills. A home-like virtual environment, comprising six mini-games, each designed to target a specific type of learning, was created to enhance the gamified experience. A qualitative approach was used to evaluate the feasibility of the gamified approach, involving semi-structured interviews with older adults (N = 30) who had played the VR game. Findings revealed positive feedback on the VR game's effectiveness in facilitating learning among older adults, including ease of use and perceived usefulness which informed their acceptance of the technology, as well as the competency and cognitive developments afforded by the VR game. The gaming experience also offers varying degrees of stimulation and engagement, although some negative experiences, such as cybersickness and anxiety, were identified that may require further attention. The study's findings offer insights into the feasibility of employing digital game-based learning for older adults within an immersive learning environment and provide best practices for designing VR games that promote the development of cognitive and independent living skills.
本文介绍了一项可行性研究,该研究评估了一款虚拟现实(VR)游戏在训练老年人认知和独立生活技能方面的有效性。创建了一个类似家庭的虚拟环境,其中包含六个迷你游戏,每个游戏都针对特定类型的学习进行设计,以增强游戏化体验。采用定性方法评估游戏化方法的可行性,对玩过VR游戏的老年人(N = 30)进行半结构化访谈。研究结果显示,老年人对VR游戏在促进学习方面的有效性给予了积极反馈,包括易用性和感知有用性,这促使他们接受该技术,以及VR游戏所带来的能力提升和认知发展。游戏体验也提供了不同程度的刺激和参与度,不过也发现了一些负面体验,如网络晕动症和焦虑,可能需要进一步关注。该研究结果为在沉浸式学习环境中采用基于数字游戏的学习方法对老年人的可行性提供了见解,并为设计促进认知和独立生活技能发展的VR游戏提供了最佳实践。