Smart technologies, such as tailored internet programs, may help older people better manage and understand various health conditions, resulting in subsequent improvements in aspects of social connectedness. Further research is required regarding how technological innovations could be promoted, marketed and implemented to benefit older people.
existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research.
Results suggest a need for studies that examine new and innovative forms of technology, evaluated with rigorous methodologies, and drawing on clear definitions about how these technologies address social isolation/participation.
A growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology-combining head mounted displays, motion tracking, avatars, and virtual environments-might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed on behavioural anthropomorphism-the embodied avatars' ability to speak, move, and act in a human-like manner-alongside translational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality. CCS Concepts: • Human-centered computing → Virtual reality; Collaborative and social computing; Empirical studies in collaborative and social computing.
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