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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)

The final, peer-reviewed published version of this preprint can be found here:

Knowledge Performance, User Experience, and Cybersickness With Immersive Virtual Reality for Tai Chi Movement-Encoding in Older Adults: Randomized Comparison Study

Song X, Sun L, Song Y, Qu H, Jin J, Zhu J, Song W, Huang H

Knowledge Performance, User Experience, and Cybersickness With Immersive Virtual Reality for Tai Chi Movement-Encoding in Older Adults: Randomized Comparison Study

JMIR Aging 2026;9:e96867

DOI: 10.2196/96867

PMID: 42814913

Warning: This is an author submission that is not peer-reviewed or edited.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

  • XiaCheng Song; 
  • Lu Sun; 
  • Yaqing Song; 
  • Huafeng Qu; 
  • Jing Jin; 
  • Junfeng Zhu; 
  • Wenwen Song; 
  • Huirong Huang

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.


 Citation

Please cite as:

Song X, Sun L, Song Y, Qu H, Jin J, Zhu J, Song W, Huang H

Knowledge Performance, User Experience, and Cybersickness With Immersive Virtual Reality for Tai Chi Movement-Encoding in Older Adults: Randomized Comparison Study

JMIR Aging 2026;9:e96867

DOI: 10.2196/96867

PMID: 42814913

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