A virtual reality game for older adults’ immersive learning

L Lee Cheng W Wing Yan Jasman Pang A Anthony Kong

Abstract

Abstract 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.

Article Details

Volume / Issue Vol. 15, Issue 1
Published July 01, 2025
ISSN 2045-2322
Publisher Nature Portfolio

Journal Info

Scientific Reports

Nature Portfolio

ISSN: 2045-2322 Open Access Life Sciences

Authors (3)

L

Lee Cheng

W

Wing Yan Jasman Pang

A

Anthony Kong