Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Currently submitted to: JMIR Serious Games

Date Submitted: Apr 16, 2026
Open Peer Review Period: Apr 19, 2026 - Jun 14, 2026
(closed for review but you can still tweet)

NOTE: This is an unreviewed Preprint

Warning: This is a unreviewed preprint (What is a preprint?). Readers are warned that the document has not been peer-reviewed by expert/patient reviewers or an academic editor, may contain misleading claims, and is likely to undergo changes before final publication, if accepted, or may have been rejected/withdrawn (a note "no longer under consideration" will appear above).

Peer review me: Readers with interest and expertise are encouraged to sign up as peer-reviewer, if the paper is within an open peer-review period (in this case, a "Peer Review Me" button to sign up as reviewer is displayed above). All preprints currently open for review are listed here. Outside of the formal open peer-review period we encourage you to tweet about the preprint.

Citation: Please cite this preprint only for review purposes or for grant applications and CVs (if you are the author).

Final version: If our system detects a final peer-reviewed "version of record" (VoR) published in any journal, a link to that VoR will appear below. Readers are then encourage to cite the VoR instead of this preprint.

Settings: If you are the author, you can login and change the preprint display settings, but the preprint URL/DOI is supposed to be stable and citable, so it should not be removed once posted.

Submit: To post your own preprint, simply submit to any JMIR journal, and choose the appropriate settings to expose your submitted version as preprint.

Warning: This is an author submission that is not peer-reviewed or edited.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 Game Experience of a Fully Immersive Virtual Gym for Physical and Cognitive Training for Older Adults: A Multi-Method Study

  • Farnaz Koubasi; 
  • Victor Fernandez-Cervantes; 
  • Hasti Karamdel; 
  • Adriana Maria Ríos Rincón; 
  • Eleni Stroulia

ABSTRACT

Background:

Immersive virtual reality (VR) exergames may support older adults’ physical and cognitive engagement, yet evidence on usability and user experience in real-world community settings remains limited.

Objective:

This multi-method study examines the usability and game experience of Virtual Gym, an immersive VR exergame suite for older adults, and explores participants’ perspectives on benefits, barriers, and design improvements.

Methods:

23 older adults participated in supervised Virtual Gym sessions across three community sites in Alberta, Canada. Usability was assessed using the System Usability Scale (SUS), and game experience was described using the Game Experience Questionnaire (GEQ) core and post-game modules. Semi-structured interviews were also conducted and thematically analyzed to capture details of participants’ game experience

Results:

Usability was overall marginal and varied across sites, with mean SUS scores ranging from 56.11 (14.31) to 81.07 (18.53), and an overall mean of 67.50 (17.63). GEQ findings suggested a largely positive and low-burden experience, characterized by competence and engagement and minimal post-session discomfort. Qualitative themes indicated that participants experienced initial learnability challenges that improved with practice, valued perceived cognitive and functional benefits (e.g., attention, hand–eye coordination), and emphasized the importance of social interaction and contextual facilitation during gameplay. Key barriers included technical issues and limited access to such sessions outside supervised settings.

Conclusions:

Virtual Gym was acceptable and positively experienced in community delivery. Future iterations should prioritize technology maturity to ease the learning curve and minimize gameplay challenges; clearer onboarding and game protocols, to improve the overall consistency of user experience across sessions; broader accessibility to support participation among users with diverse abilities and needs, and additional features, including continuous feedback, adaptive difficulty and enhanced social participation, to sustain long-term engagement.


 Citation

Please cite as:

Koubasi F, Fernandez-Cervantes V, Karamdel H, Ríos Rincón AM, Stroulia E

Usability and Game Experience of a Fully Immersive Virtual Gym for Physical and Cognitive Training for Older Adults: A Multi-Method Study

JMIR Preprints. 16/04/2026:98533

DOI: 10.2196/preprints.98533

URL: https://preprints.jmir.org/preprint/98533

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.