Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology
Abstract
:1. Introduction
2. Selected Age-Related Applications of VR Technology
2.1. Health Promotion
2.2. Social Isolation and Loneliness
3. Discussion
4. Conclusions
- Designers should be mindful of the abilities and attitudes of their target market prior to designing VR narratives and/or platforms. Individuals with mild cognitive impairment living in retirement homes will need different design and use considerations compared to healthy, community-dwelling older adults. This is not to say that multiple target groups cannot be served by the same virtual environment(s), but outcomes will be maximized if designers are able to truly consider the unique needs of older adults.
- Researchers must consider the broader factors impacting the use of the technologies that they are developing; does the design assume, or require, a particular level of digital literacy? Is the technology prohibitively expensive for use with the general public? How can the implementation of the technology itself circumvent the variety of socioeconomic and geopolitical factors that impact an older adult’s engagement with a new device/platform?
- How does the end goal of the technological narrative align with the end goal from a health and wellness perspective? Cultivating virtual friendships while abandoning real-life ones is not a sustainable or healthy solution for socially isolated or lonely older adults. This issue requires a holistic, interdisciplinary approach to the integration of technological solutions into the daily lives of older adults whereby gerontologists, developers, service providers, and researchers in many other disciplines should collaborate to design the most effective, engaging, and appropriate technologies.
Acknowledgments
Author Contributions
Conflicts of Interest
References
- Statistics Canada. Canada’s Population Estimates: Age and Sex, 1 July 2015. 2015. Available online: http://www.statcan.gc.ca/daily-quotidien/150929/dq150929b-eng.htm (accessed on 29 September 2015).
- Mostaghel, R. Innovation and technology for the elderly: Systematic literature review. J. Bus. Res. 2016, 69, 4896–4900. [Google Scholar] [CrossRef]
- Barnard, Y.; Bradley, M.D.; Hodgson, F.; Lloyd, A.D. Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability. Comput. Hum. Behav. 2013, 29, 1715–1724. [Google Scholar] [CrossRef]
- Mitzner, T.; McBride, S.E.; Barg-Walkow, S.H.; Rogers, W.A. Self-Management of Wellness and Illness in an Aging Population. Rev. Hum. Factors Ergon. 2013, 8, 277–333. [Google Scholar] [CrossRef]
- Abascal, J.; Barbosa, S.D.J.; Nicolle, C.; Zaphiris, P. Rethinking universal accessibility: A broader approach considering the digital gap. Univers. Access Inf. Soc. 2016, 15, 179–182. [Google Scholar] [CrossRef] [Green Version]
- Miller, K.; Brooke, A.; Pearce, A.; Said, C.; Morris, M. Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: A systematic review. Age Ageing 2014, 43, 188–195. [Google Scholar] [CrossRef] [PubMed]
- Bruun-Pederson, J.R.; Pederson, K.S.; Serafin, S.; Kofoed, L.B. Augmented exercise biking with virtual environments for elderly users—A preliminary study for retirement home physical therapy. In Proceedings of the VR 2014—Workshop on Virtual and Augmented Assistive Technology (VAAT), Minneapolis, MN, USA, 30 March 2014. [Google Scholar]
- Molina, N.; Ritchie, J. Virtual reality using games for improving physical functioning in older adults: A systematic review. J. Neuroeng. Rehabil. 2014, 11, 156. [Google Scholar] [CrossRef] [PubMed]
- Rendon, A.; Lohman, E.; Thorpe, D.; Johnson, E.; Medina, E.; Bradley, B. The effect of virtual reality gaming on dynamic balance in older adults. Age Ageing 2012. [Google Scholar] [CrossRef] [PubMed]
- Baecker, R.M.; Moffatt, K.; Massimi, M. Technologies for aging gracefully. Interactions 2012, 19, 32–36. [Google Scholar] [CrossRef]
- Mirelman, A.; Rochester, L.; Maidan, I.; Del Din, S.; Alcock, L.; Nieuwhof, F.; Rikkert, M.O.; Bloem, B.R.; Pelosin, E.; Avanzino, L.; et al. Addition of a non-immersive virtual reality component to treadmill training to reduce fall risk in older adults (V-TIME): A randomised controlled trial. Lancet 2016. [Google Scholar] [CrossRef]
- Kim, A.; Darakjian, N.; Finley, J. Walking in fully immersive virtual environments: An evaluation of potential adverse effects in older adults and individuals with Parkinson’s disease. J. Neuroeng. Rehabil. 2017, 14. [Google Scholar] [CrossRef] [PubMed]
- Cushman, K.; Stein, C.; Duffy, J. Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality. Neurology 2008, 16, 888–895. [Google Scholar] [CrossRef] [PubMed]
- Moyle, W.; Jones, C.; Dwan, T. Effectiveness of a virtual reality forest on people with dementia: A mixed methods pilot study. Gerontologist 2017. [Google Scholar] [CrossRef] [PubMed]
- National Seniors Report. Report on the Social Isolation of Seniors. 2016. Available online: https://www.canada.ca/en/national-seniors-council/programs/publications-reports/2014/social-isolation-seniors/page05.html (accessed on 20 July 2016).
- Khosravi, P.; Rezvani, A.; Wiewiora, A. The impact of technology on older adults’ social isolation. Comput. Hum. Behav. 2016, 63, 594–603. [Google Scholar] [CrossRef]
- Holt-Lunstad, J.; Smith, T.B.; Caird, J.K. Social relationships and mortality risk: A meta-analytic review. PLoS Med. 2010, 7. [Google Scholar] [CrossRef] [PubMed]
- Herzog, A.R.; Ofstedal, M.B.; Wheeler, L.M. Social engagement and its relationship to health. Clin. Geriatr. Med. 2002, 18, 593–609. [Google Scholar] [CrossRef]
- Simon, M.; Chang, E.; Zhang, M.; Ruan, J.; Dong, X. The Prevalence of Loneliness among U.S. Chinese Older Adults. J. Aging Health 2014, 26, 1172–1188. [Google Scholar] [CrossRef] [PubMed]
- O’Brien, C.J.; Smith, J.L.; Beck, D.E. Real relationships in a virtual world: Social engagement among older adults in Second Life. Gerontechnology 2016, 15, 171–179. [Google Scholar] [CrossRef]
- Schulz, R.; Wahl, H.-W.; Matthews, J.T.; De Vito Dabbs, A.; Beach, S.R.; Czaja, S.J. Advancing the aging and technology agenda in gerontology. Gerontologist 2015, 55, 724–734. [Google Scholar] [CrossRef] [PubMed]
- Goodall, B.; Ward, P.; Newman, L. Use of information and communication technology to provide health information: What do older migrants know, and what do they need to know? Qual. Prim. Care 2010, 18, 27–32. [Google Scholar] [PubMed]
- Kania-Lundholm, M.; Torres, S. The divide within: Older active ICT users position themselves against different ‘Others’. J. Aging Stud. 2015, 35, 26–36. [Google Scholar] [CrossRef] [PubMed]
- Dockx, K.; Alcock, L.; Bekkers, E.; Ginis, P.; Reelick, M.; Pelosin, E.; Lagravinese, G.; Hausdorff, J.M.; Mirelman, A.; Rochester, L.; et al. Fall-Prone Older People’s Attitudes towards the Use of Virtual Reality Technology for Fall Prevention. Gerontology 2017. [Google Scholar] [CrossRef] [PubMed]
- Coughlin, J.F. Understanding the Janus face of technology and ageing: Implications for older consumers, business innovation and society. Int. J. Emerg. Technol. Soc. 2010, 8, 62–67. [Google Scholar]
© 2017 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Hughes, S.; Warren-Norton, K.; Spadafora, P.; Tsotsos, L.E. Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology. Multimodal Technol. Interact. 2017, 1, 23. https://doi.org/10.3390/mti1040023
Hughes S, Warren-Norton K, Spadafora P, Tsotsos LE. Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology. Multimodal Technologies and Interaction. 2017; 1(4):23. https://doi.org/10.3390/mti1040023
Chicago/Turabian StyleHughes, Sally, Kathryn Warren-Norton, Pat Spadafora, and Lia E. Tsotsos. 2017. "Supporting Optimal Aging through the Innovative Use of Virtual Reality Technology" Multimodal Technologies and Interaction 1, no. 4: 23. https://doi.org/10.3390/mti1040023