Accepted for/Published in: JMIR Aging
Date Submitted: Apr 1, 2026
Open Peer Review Period: Apr 1, 2026 - May 27, 2026
Date Accepted: Aug 14, 2026
(closed for review but you can still tweet)
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Usability and user experience of immersive VR for older adults' complex motor tasks: A randomized comparison of task performance, psychological load, and cybersickness
ABSTRACT
Immersive virtual reality (VR) is increasingly used for embodied training, yet its ergonomic value for older adults depends on human factors trade-offs between experiential benefits and VR-related discomfort. We conducted a randomized, two-arm pre-test/post-test trial comparing head-mounted immersive VR (Meta Quest 3/3S) with standardized, content-matched 2D video instruction for Tai Chi learning among community-dwelling older adults (106 randomized; 92 included in the primary ANCOVA). Task performance was assessed using a five-item movement-encoding (knowledge) test (0–20) administered before and after training, and the post-test effect was evaluated using ANCOVA controlling for pre-test score and age. Adjusted post-test performance did not differ between groups (p = .80). In contrast, human factors outcomes diverged: FDR-adjusted analyses of the Game Experience Questionnaire indicated higher perceived competence and flow and lower tension in the VR group (q < .05). Safety and tolerability were characterized using the Virtual Reality Sickness Questionnaire (VRSQ), with a small number of withdrawals due to VR-related discomfort, highlighting feasible use for many participants but non-trivial individual boundaries. VR system telemetry (recognition accuracy, pose accuracy, and movement distance) provided descriptive process-level indicators during task execution. Overall, under a strong active control, immersive VR did not improve short-term movement-encoding outcomes but produced a more favorable affective experience, with clearly defined tolerability limits that should inform the ergonomic design and deployment of immersive training for older adults.
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