The Design of Visual, Cognitive, and Physical Modalities in VR Games for Older Adults: A Systematic Review.
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| Title: | The Design of Visual, Cognitive, and Physical Modalities in VR Games for Older Adults: A Systematic Review. |
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| Authors: | Li, Xiaoxuan (AUTHOR), Nakagawa, Takeshi (AUTHOR), Ren, Xiangshi (AUTHOR), Gondo, Yasuyuki (AUTHOR) |
| Source: | International Journal of Human-Computer Interaction. Sep2025, Vol. 41 Issue 17, p10940-10965. 26p. |
| Subjects: | Cognitive ability, Physical mobility, Video game design, Multimodal user interfaces, Older people, Simulation games, Psychology |
| Abstract: | Simultaneous declines in dynamic visual, cognitive and physical modalities are common symptoms of aging which impact synergistically on the daily lives of older adults. VR game-based interventions offer promising alternatives for combining multimodalities (i.e., dynamic visual acuity, cognitive, and physical). This paper presents the first review of two aspects in immersive VR games for older adults using the PRISMA method: (1) psychology-based design mechanisms of visual, cognitive, and physical modalities; (2) experimental designs and intervention effects on cognitive and physical functions. Thirteen studies were identified—six involving healthy older adults and seven with mild cognitive impairment. Our findings revealed diverse game designs, reflecting a broad spectrum of features across visual, cognitive, and physical modalities, along with varying effects observed in cognitive and physical improvement. This study provides a comprehensive understanding of multimodal game design characteristics and intervention effects of VR games for older adults in the fields of psychology and human-computer interaction. [ABSTRACT FROM AUTHOR] |
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| Database: | Psychology and Behavioral Sciences Collection |
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| Abstract: | Simultaneous declines in dynamic visual, cognitive and physical modalities are common symptoms of aging which impact synergistically on the daily lives of older adults. VR game-based interventions offer promising alternatives for combining multimodalities (i.e., dynamic visual acuity, cognitive, and physical). This paper presents the first review of two aspects in immersive VR games for older adults using the PRISMA method: (1) psychology-based design mechanisms of visual, cognitive, and physical modalities; (2) experimental designs and intervention effects on cognitive and physical functions. Thirteen studies were identified—six involving healthy older adults and seven with mild cognitive impairment. Our findings revealed diverse game designs, reflecting a broad spectrum of features across visual, cognitive, and physical modalities, along with varying effects observed in cognitive and physical improvement. This study provides a comprehensive understanding of multimodal game design characteristics and intervention effects of VR games for older adults in the fields of psychology and human-computer interaction. [ABSTRACT FROM AUTHOR] |
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| ISSN: | 10447318 |
| DOI: | 10.1080/10447318.2024.2439573 |