Abstract

Background: In the current digital age, new opportunities arise to support healthy ageing in older adults as frailty and immobility become more prominent. Immersive virtual reality, which can be defined as a fully computer-generated environment that is displayed through a headmounted display, is one of these technologies. Recently, there has been an increase in the number of qualitative studies exploring the potential for immersive virtual reality in assisting older adults—providing opportunities in health promotion and tackling social isolation and loneliness. With this in mind, the current review aims to explore the following research questions: (1) What are older adults’ experiences and perceptions of immersive virtual reality? (2) What are the specific barriers and facilitators to older adults’ use of immersive virtual reality? (3) Do older adults find immersive virtual reality acceptable? The objective of the current study is to systematically review and synthesize qualitative data exploring older adults’ experiences and perceptions of immersive virtual reality. Methods: A systematic review and thematic synthesis will be conducted. Two reviewers will complete title and abstract screening, full-text screening and, data extraction and quality appraisal. A thematic synthesis will be conducted by the lead author, after which the research team and other key stakeholders will discuss the findings and make any necessary changes. Thematic synthesis is derived from the qualitative method, thematic analysis. It involves three key steps: initial coding and grouping of these codes, the formation of descriptive themes from these codes and finally, going beyond the data to form novel insights and theories known as analytical themes. The following protocol has been written following the Preferred Reporting Items for Systematic review and Meta-Analysis Protocols (PRISMA-P) guidelines.

Highlights

  • RationaleThe World Health Organisation (WHO) has projected that the number of people aged 60 or older will rise from 900 million (12% of the global population) in 2015 to 2 billion (20% of the global population) by 2050 (WHO, 2015)

  • Milgram et al.’ (1995) reality-virtuality continuum (Figure 1), immersive virtual reality (VR) is defined as fully computer-generated environments that are displayed through a head-mounted display (HMD)

  • The objective of the current study is to systematically review and synthesize qualitative data exploring older adults’ experiences and perceptions of immersive VR

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Summary

Introduction

The World Health Organisation (WHO) has projected that the number of people aged 60 or older will rise from 900 million (12% of the global population) in 2015 to 2 billion (20% of the global population) by 2050 (WHO, 2015). Milgram et al.’ (1995) reality-virtuality continuum (Figure 1), immersive VR is defined as fully computer-generated environments that are displayed through a head-mounted display (HMD). With the emergence of new, high-quality immersive VR technologies that are available to the general public in higher-income countries, researchers have begun to examine older adults’ experiences and perceptions of immersive VR. We have seen an increase in qualitative studies examining older adults’ perceptions of and experiences with immersive VR (Baker et al, 2019, 2020; Liu et al, 2019). There has been no systematic synthesis of these studies to inform the design of new, more accessible immersive VR technologies, as defined by Milgram et al (1995) that can potentially enhance health and wellbeing. – What are the specific barriers and facilitators to older adults’ use of immersive virtual reality?

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