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<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Sports Act. Living</journal-id>
<journal-title-group>
<journal-title>Frontiers in Sports and Active Living</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Sports Act. Living</abbrev-journal-title>
</journal-title-group>
<issn pub-type="epub">2624-9367</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="doi">10.3389/fspor.2025.1665943</article-id>
<article-version article-version-type="Version of Record" vocab="NISO-RP-8-2008"/>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Original Research</subject>
</subj-group>
</article-categories>
<title-group>
<article-title>Healthy community-living older adults&#x2019; experiences with using a specially adapted virtual reality exercise game to promote physical activity&#x2014;a pilot study</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name><surname>Bogen</surname><given-names>B&#x00E5;rd</given-names></name>
<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
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<contrib contrib-type="author">
<name><surname>Moum Hellevik</surname><given-names>Martin</given-names></name>
<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
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<contrib contrib-type="author">
<name><surname>Tangen</surname><given-names>Gro Gujord</given-names></name>
<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
<xref ref-type="aff" rid="aff4"><sup>4</sup></xref>
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<contrib contrib-type="author">
<name><surname>Bovim</surname><given-names>Lars Peder</given-names></name>
<xref ref-type="aff" rid="aff5"><sup>5</sup></xref>
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<name><surname>&#x00D8;ye</surname><given-names>Nina</given-names></name>
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<name><surname>Taraldsen</surname><given-names>Kristin</given-names></name>
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<aff id="aff1"><label>1</label><institution>Department of Global Public Health and Primary Care, University of Bergen</institution>, <city>Bergen</city>, <country country="no">Norway</country></aff>
<aff id="aff2"><label>2</label><institution>Stiftelsen CatoSenteret</institution>, <city>Son</city>, <country country="no">Norway</country></aff>
<aff id="aff3"><label>3</label><institution>The Norwegian National Centre for Ageing and Health, Vestfold Hospital Trust</institution>, <city>T&#x00F8;nsberg</city>, <country country="no">Norway</country></aff>
<aff id="aff4"><label>4</label><institution>Department of Geriatric Medicine, Oslo University Hospital</institution>, <city>Oslo</city>, <country country="no">Norway</country></aff>
<aff id="aff5"><label>5</label><institution>SimArena, Western Norway University of Applied Sciences</institution>, <city>Bergen</city>, <country country="no">Norway</country></aff>
<aff id="aff6"><label>6</label><institution>Department of Rehabilitation Science and Health Technology, Faculty of Health Sciences, Oslo Metropolitan University (OsloMet)</institution>, <city>Oslo</city>, <country country="no">Norway</country></aff>
<author-notes>
<corresp id="cor1"><label>&#x002A;</label><bold>Correspondence:</bold> B&#x00E5;rd Bogen <email xlink:href="mailto:bard.e.bogen@uib.no">bard.e.bogen@uib.no</email></corresp>
</author-notes>
<pub-date publication-format="electronic" date-type="pub" iso-8601-date="2025-12-10"><day>10</day><month>12</month><year>2025</year></pub-date>
<pub-date publication-format="electronic" date-type="collection"><year>2025</year></pub-date>
<volume>7</volume><elocation-id>1665943</elocation-id>
<history>
<date date-type="received"><day>14</day><month>07</month><year>2025</year></date>
<date date-type="rev-recd"><day>10</day><month>11</month><year>2025</year></date>
<date date-type="accepted"><day>13</day><month>11</month><year>2025</year></date>
</history>
<permissions>
<copyright-statement>&#x00A9; 2025 Bogen, Moum Hellevik, Tangen, Bovim, &#x00D8;ye and Taraldsen.</copyright-statement>
<copyright-year>2025</copyright-year><copyright-holder>Bogen, Moum Hellevik, Tangen, Bovim, &#x00D8;ye and Taraldsen</copyright-holder><license><ali:license_ref start_date="2025-12-10">https://creativecommons.org/licenses/by/4.0/</ali:license_ref>
<license-p>This is an open-access article distributed under the terms of the <ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution License (CC BY)</ext-link>. The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.</license-p></license>
</permissions>
<abstract><sec><title>Background</title>
<p>Immersive technologies such as virtual reality (VR) that has been developed the recent years, are now increasingly accessible and offers new opportunities for VR environments combined with games that may enhance physical activity. However, these games may require adaptation and further customization for use among older users. In this pilot study, we investigate the experiences of older adults using a head-mounted VR exercise game that was developed in close collaboration with end users.</p>
</sec><sec><title>Methods</title>
<p>We included ten community-dwelling older adults aged 65 years and older who undertook six VR exercise sessions across a two-week period, each session lasting 15&#x2005;min. Descriptive information included age, gender, mobility (Timed Up and Go test, TUG), and gait speed (10&#x2005;m walk test), and daily steps from ankle-worn accelerometers. Semi-structured individual interviews were conducted, transcribed verbatim and analyzed by use of reflexive thematic analysis.</p>
</sec><sec><title>Results</title>
<p>We included four men and six women, age range from 66 to 77 years, with an average gait speed of 1.4&#x2005;m/sec and an average TUG-time of 7.6&#x2005;s. Their average activity levels were close to 4200 steps per day. After the trial period, participants&#x2019; experiences were that VR is a new and exciting development. They found VR to be more of a game than exercise, and they suggested integrating more challenging activities, physical movement and social engagement to enhance the exercise part of the game. They did not feel that the game facilitated any more physical activity in their daily lives.</p>
</sec><sec><title>Discussion/conclusion</title>
<p>VR is a promising tool that older adults in this trial enjoyed, but the game was not physically demanding enough for the participants. Future adaptations should include more challenges. Game development should focus on tasks that keep players interested and engaged over longer times, without jeopardizing safety.</p>
</sec>
</abstract>
<kwd-group>
<kwd>virtual reality</kwd>
<kwd>exercise</kwd>
<kwd>game</kwd>
<kwd>older adults</kwd>
<kwd>qualitative</kwd>
</kwd-group><funding-group>
<funding-statement>The author(s) declare that financial support was received for the research and/or publication of this article. MM salary was funded by the CoSoPhysFX-project (project number AAL-2020-7-215-CP).</funding-statement>
</funding-group>
<counts>
<fig-count count="2"/>
<table-count count="7"/><equation-count count="0"/><ref-count count="49"/><page-count count="11"/><word-count count="1110"/></counts><custom-meta-group><custom-meta><meta-name>section-at-acceptance</meta-name><meta-value>Sports Science, Technology and Engineering</meta-value></custom-meta></custom-meta-group>
</article-meta>
</front>
<body><sec id="s1" sec-type="intro"><label>1</label><title>Introduction</title>
<p>As longevity increases, the population composition in most European countries is increasingly made up of older adults (<xref ref-type="bibr" rid="B1">1</xref>). While this is a success of health care and healthier lifestyles, the burden on health care services is already apparent, with even higher burdens to be expected in the decades to come<xref ref-type="fn" rid="n3"><sup>1</sup></xref>. Consequently, measures that can contribute to sustained health, independence and quality of life in older age are needed. One of the most important single factors for healthy aging is physical activity and exercise, which can reduce the risk of all-cause mortality (<xref ref-type="bibr" rid="B2">2</xref>), frailty (<xref ref-type="bibr" rid="B3">3</xref>), the risk of several cardiovascular and metabolic diseases (<xref ref-type="bibr" rid="B4">4</xref>), and incident dementia (<xref ref-type="bibr" rid="B5">5</xref>), increase bone strength (<xref ref-type="bibr" rid="B6">6</xref>), and reduce falls (<xref ref-type="bibr" rid="B7">7</xref>). However, many older adults do not exercise and are not sufficiently physically active (<xref ref-type="bibr" rid="B8">8</xref>), and engaging in and keeping up an exercise routine can be difficult. Reasons for not exercising can include lack of interest, not believing that exercise could prolong your life, and feeling breathless and out of shape (<xref ref-type="bibr" rid="B9">9</xref>), while characteristics of exercise programs that promote adherence include individualization of exercise, education about the exercise program, the scientific rigor of the exercise selection, convenience, enjoyment, feedback and integration into daily life (<xref ref-type="bibr" rid="B10">10</xref>). Hence, the need for exercise programs that are fun, engaging and motivating, and that have lasting effects on physical activity.</p>
<p>Over the last decades, video games have been used increasingly for exercise purposes, in such cases termed as &#x2018;exergaming&#x2019;, which can be broadly defined as video games that &#x201C;involves physical exercise and that integrates motion-tracking technology that enables interaction with the game and real-time feedback of user&#x0027;s performance&#x201D; (<xref ref-type="bibr" rid="B11">11</xref>, <xref ref-type="bibr" rid="B12">12</xref>). Benefits of exergames are that they can be tailored to the user&#x0027;s specific needs, with demands placed on different cognitive tasks or motor tasks according to relevant impairments (<xref ref-type="bibr" rid="B13">13</xref>, <xref ref-type="bibr" rid="B14">14</xref>), but also that the gaming aspect is enjoyable, motivating and engaging (<xref ref-type="bibr" rid="B15">15</xref>). Importantly, the combination of cognitive and motor training (&#x2018;motor-cognitive training&#x2019;) is hypothesized to facilitate additional neuroplastic effects for both domains (<xref ref-type="bibr" rid="B16">16</xref>). Studies over the last years suggest that exergaming can be more effective than conventional exercises for improving balance (<xref ref-type="bibr" rid="B17">17</xref>), cognitive functioning (<xref ref-type="bibr" rid="B18">18</xref>) and reducing falls (<xref ref-type="bibr" rid="B19">19</xref>) in older adults. A recent study showed that it should be noted there are also studies that show little or no difference to conventional exercises (<xref ref-type="bibr" rid="B14">14</xref>, <xref ref-type="bibr" rid="B20">20</xref>). Exergames can be delivered over several different platforms, such as screens, surround-screen displays (<xref ref-type="bibr" rid="B21">21</xref>) or head-mounted displays (HMD). By using head-mounted virtual reality (VR) technology, all visual stimuli except what is shown in the display is removed. For this reason, this experience is generally considered the most immersive, and by extension, most engaging. There are few studies that compare outcomes of exergaming with HMDs to other platforms, but memory performance could potentially be better with HMDs (<xref ref-type="bibr" rid="B22">22</xref>).</p>
<p>Through a multidisciplinary collaboration funded by the EU-Active and Assisted Living program (<xref ref-type="bibr" rid="B23">23</xref>), a prototype of a novel VR-exercise game especially adapted for older adults has been developed. The goal of the collaboration is to develop an affordable VR solution which older adults can use by themselves at home to improve or maintain their levels of physical activity. Novel technological applications need to be specially adapted to the needs and abilities of the designated end users (<xref ref-type="bibr" rid="B24">24</xref>). However, as Song et al. (2025) points out: &#x201C;<italic>Current VR Game designs often follow generic models, lacking personalized adjustment to address individual differences in physical abilities and cognitive levels&#x201D;.</italic> Furthermore, research into VR and older adults often fail to sufficiently incorporate feedback from older adults during the design phase, resulting in systems that do not fully meet their needs (<xref ref-type="bibr" rid="B25">25</xref>, <xref ref-type="bibr" rid="B26">26</xref>). Therefore, researchers are pointing to the need to gain better understanding about how older adults themselves experience using novel technology, such as VR, as tools to gain or support healthy ageing (<xref ref-type="bibr" rid="B24">24</xref>, <xref ref-type="bibr" rid="B27">27</xref>, <xref ref-type="bibr" rid="B28">28</xref>).</p>
<p>Therefore, the primary aim of this study is to investigate how older adults experience using a novel and technologically advanced VR-exercise game, and further whether playing the game would lead to more physical activity.</p>
</sec>
<sec id="s2" sec-type="methods"><label>2</label><title>Materials and methods</title>
<sec id="s2a"><label>2.1</label><title>Design</title>
<p>This was a pilot usability study where participants completed a two-week period of six sessions with a VR game developed for older adults. Data were collected in 2023 and 2024. The project was approved by Sikt (08.03.2023, Ref.nr. 458242). All participants signed a written informed consent prior to inclusion in the study.</p>
</sec>
<sec id="s2b"><label>2.2</label><title>Setting</title>
<p>The VR game sessions took place at a rehabilitation centre (CatoSenteret). Although the aim is that the game could be played at home, we chose to undertake the initial tests in a controlled setting for safety purposes.</p>
</sec>
<sec id="s2c"><label>2.3</label><title>VR game&#x2014;SenopiPhy</title>
<p>As part of a larger European study (CoSoPhyFX (project number AAL-2020-7-215-CP), an immersive VR-game called SenopiMed was developed through several steps. SenopiMed is aimed at motor-cognitive exercise for older adults (<xref ref-type="bibr" rid="B29">29</xref>, <xref ref-type="bibr" rid="B30">30</xref>). The development of SenopiMed was an interdisciplinary process which included researchers and clinicians (psychologists, psychiatrists, physiotherapists and sports therapists) in collaboration with older adults from Finland (<italic>n</italic>&#x2009;&#x003D;&#x2009;15) and Switzerland (<italic>n</italic>&#x2009;&#x003D;&#x2009;30). Using SenopiMed&#x0027;s software solution as a foundation, a separate version aimed specifically at physical exercise (called SenopiPhy) was developed. This version was adapted by the second author in collaboration with software developers from SenopiMed and then tested on three older adults in Norway. Based on the feedback from these sessions, a second version of the SenopiPhy was created for this pilot study.</p>
<p>The goal of the SenopiPhy is to hit orange and blue balloons moving towards the player using motion controllers held in each hand (see <xref ref-type="fig" rid="F1">Figures 1</xref>, <xref ref-type="fig" rid="F2">2</xref>). The motion controllers are visually seen as either orange or blue hands in the game, and in order to be hit the balloons successfully, the blue balloons have to be hit with the blue hand, and opposite. The objects appear at different areas in the visual field in front of the player and move at different speeds towards the player. The player&#x0027;s performance is rated by the number of objects the player can hit with the motion controllers within each session. If the player correctly hits ten objects successfully in a row, they will receive a visual and audio feature in the form of applause. The game is designed to challenge balance, coordination and cardiovascular capacity, while the player is in a standing position in 360 degrees immersive surroundings. The game has three levels of difficulty, with changing speeds, distances and angles of the ballons. The angle, distance and speed are preset for each difficulty. When the player is starting a session, he/she can choose from a variety of visual surroundings (beach, mountain, urban and forest) and different songs (classical, jazz, rock and pop). The HMD device used for this study was the Pico Neo 3 Pro.</p>
<fig id="F1" position="float"><label>Figure&#x00A0;1</label>
<caption><p>Person not included in the study showing the setup of the game (the person consented to use of image).</p></caption>
<graphic mimetype="image" mime-subtype="tiff" xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="fspor-07-1665943-g001.tif"><alt-text content-type="machine-generated">A person wearing a virtual reality headset and holding controllers is suspended by a harness system with red straps. They are standing on a floor, dressed in casual attire with sneakers, in a room with a window and lights overhead.</alt-text>
</graphic>
</fig>
<fig id="F2" position="float"><label>Figure&#x00A0;2</label>
<caption><p>Screengrab of the game.</p></caption>
<graphic mimetype="image" mime-subtype="tiff" xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="fspor-07-1665943-g002.tif"><alt-text content-type="machine-generated">Game interface showing two virtual hands, one blue and one orange, aiming to catch balloons in a forest setting at sunset. On-screen statistics show a height of 1420 meters, a timer of 1 minute and 12 seconds, 14 correct catches, and 4 misses. Text instructs to catch balloons matching the hand color.</alt-text>
</graphic>
</fig>
</sec>
<sec id="s2d"><label>2.4</label><title>Participants</title>
<p>Target population for this study was healthy older adults aged 65 years or older who are physically inactive. The inclusion criteria are presented in <xref ref-type="table" rid="T1">Table&#x00A0;1</xref>.</p>
<table-wrap id="T1" position="float"><label>Table&#x00A0;1</label>
<caption><p>Criteria for inclusion.</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left">Inclusion criteria</th>
<th valign="top" align="center">Exclusion criteria</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left">Community-dwelling older adults (65 years or older).</td>
<td valign="top" align="left" rowspan="9">Conditions or disorders that contraindicates use of Head Mounted Displays (HMD), such as epilepsy, skin disorders that worsens when using the HMD, visual disorders or suffering from VR-induced motion sickness when using the VR-system.</td>
</tr>
<tr>
<td valign="top" align="left">Self-reported independence in daily life activities (ADL).</td>
</tr>
<tr>
<td valign="top" align="left">Self-reported physically inactive, defined as not achieving or exceeding 150&#x2005;min of moderate intensity physical activity weekly.</td>
</tr>
<tr>
<td valign="top" align="left">Able to stand independently for 30&#x2005;min.</td>
</tr>
<tr>
<td valign="top" align="left">Able to wear a safety harness during the exercise sessions.</td>
</tr>
<tr>
<td valign="top" align="left">Willing to use accelerometer (StepWatch4&#x2122;) for objective measurement of stepping activity for 4 consecutive weeks.</td>
</tr>
<tr>
<td valign="top" align="left">Speak fluent Norwegian.</td>
</tr>
<tr>
<td valign="top" align="left">Able to follow verbally given instructions.</td>
</tr>
<tr>
<td valign="top" align="left">Available for participation for a period of four consecutive weeks (including post- and pre-intervention measurements in addition to the intervention period).</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec id="s2e"><label>2.5</label><title>Recruitment</title>
<p>Potential eligible participants were invited from a municipality in the south-east region of Norway, through advertisement in the municipality&#x0027;s senior counselling service, the care service, social media, local senior centres, and word of mouth. We screened those contacting us via telephone and invited those fulfilling the inclusion criteria to participate.</p>
</sec>
<sec id="s2f"><label>2.6</label><title>Procedure</title>
<p>After inclusion, participants wore ancle-worn accelerometers for one week prior to baseline assessments prior to starting the first VR game session at the multidisciplinary rehabilitation centre. The pilot period lasted for two weeks in total with six 15&#x2005;min VR game sessions. Before each session, participants were given 15&#x2005;min to prepare for the initiation of the exercise, while the clinician helped with the equipment and starting the software correctly. After each session, participants were given 15&#x2005;min to relax or change clothes. The final VR game session was followed by a face-to-face individual interview. The ankle-worn accelerometers were worn for the entire period and removed approximately one week after the final VR game session. It should be noted that the aim of the study is to investigate the usability of the game and that two weeks is unlikely to produce any real changes in physical activity. We still chose to include some measures of physical activity and physical function to be able to detect any changes.</p>
</sec>
<sec id="s2g"><label>2.7</label><title>VR game sessions</title>
<p>The VR game was tested with three versions, where the participants completed three game sessions in the same and increasingly difficulty order. The participants selected their preferred music (jazz, pop, electronic or rock) and type of visual scenery (mountain, beach, forest, or city/urban) for each VR game session. All participants wore the HMD while in a standing position with their shoes on and with a safety-harness securely attached to their trunk during the VR game sessions. A clinician supervised the sessions.</p>
</sec>
<sec id="s2h"><label>2.8</label><title>Outcome measures</title>
<sec id="s2h1"><label>2.8.1</label><title>Background information</title>
<p>We collected descriptive information about the participants&#x2019; age, sex, marital status (yes/no), living arrangement (live with someone/live alone), employment status, and educational level. Measures of physical function included performance-based tests from the physical performance screening section of the European Working Group on Sarcopenia in Older People (EWGSOP) consensus algorithm (<xref ref-type="bibr" rid="B31">31</xref>). We used the Timed Up and Go Test (<xref ref-type="bibr" rid="B32">32</xref>) as a measure of mobility (seconds) and the five times sit to stand test (5xSTS) (<xref ref-type="bibr" rid="B33">33</xref>) as a functional measure of physical function (seconds). We measured grip strength with Jamar digital dynamometers, using the average performance from three tests on both right and left side (reported in kg). We calculated gait speed from the 10&#x2005;m walk test (10MWT) (<xref ref-type="bibr" rid="B34">34</xref>) conducted at preferred speed using the average gait speed from two trials (m/sec). TUG, 5xSTS and 10MWT was measured at the same day as session one, before session one.</p>
</sec>
<sec id="s2h2"><label>2.8.2</label><title>Intensity and performance of the VR game sessions</title>
<p>Data regarding exercise intensity during each session was collected both with sensors and self-reporting. Objective measures of exercise intensity were collected using a Polar OH1 optical heart rate sensor attached to the upper arm, deriving data on maximum heart rate and average heart rate during each session. Self-reporting of exercise intensity was collected using the Borg Rating of Perceived Exertion Scale (<xref ref-type="bibr" rid="B35">35</xref>), with reporting right before and immediately after each VR game session.</p>
<p>Data regarding performance in the VR-exercise game was collected after completion of each session and included the number of successful hits of balloons during each session.</p>
</sec>
<sec id="s2h3"><label>2.8.3</label><title>Daily steps before, during and after the pilot period</title>
<p>We used ancle-worn accelerometers to measure daily steps by use of the StepWatch&#x2122; 4 accelerometer (SW4; Modus Health, Inc., Washington, DC) continuously for the entire trial period (four consecutive weeks in total). Walking is one of the most common forms of physical activity for older adults (<xref ref-type="bibr" rid="B36">36</xref>), and the StepWatch4&#x2122; is a valid and reliable accelerometer for measurement of stepping activity in older adults (<xref ref-type="bibr" rid="B37">37</xref>, <xref ref-type="bibr" rid="B38">38</xref>). Data on number of mean daily steps was collected from the week before, the two-weeks during, and the week after the VR game sessions.</p>
<p>The SW4 is a small (75&#x2009;&#x00D7;&#x2009;48&#x2009;&#x00D7;&#x2009;14&#x2005;mm) lightweighted (41&#x2005;g) ankle-worn accelerometer, attached with a strap above the lateral malleolus.</p>
</sec>
<sec id="s2h4"><label>2.8.4</label><title>Interview data</title>
<p>We used individual, semi-structured interviews designed to obtain detailed responses from participants, providing valuable insights into their experiences and perceptions of the VR game. After developing the first version of the interview guide, it was critically assessed by the research team and one clinician, as well tested by two older adults representing the target population for this study. The combined feedback from these processes led to the development of the final interview guide (see <xref ref-type="table" rid="T2">Table&#x00A0;2</xref>).</p>
<table-wrap id="T2" position="float"><label>Table&#x00A0;2</label>
<caption><p>Interview guide questions.</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left" colspan="2">Semi-structured interview, main questions</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left">1</td>
<td valign="top" align="left">To start with, can you tell me what motivated you to participate in this research project?</td>
</tr>
<tr>
<td valign="top" align="left">2</td>
<td valign="top" align="left">Now that you have completed six VR training sessions, can you share your experience of combining VR and exercise?</td>
</tr>
<tr>
<td valign="top" align="left">3</td>
<td valign="top" align="left">If you had the opportunity to continue using this VR training game on your own at home, would you do it?</td>
</tr>
<tr>
<td valign="top" align="left">4</td>
<td valign="top" align="left">Imagine you were one of the developers tasked with improving this game. What would you change?</td>
</tr>
<tr>
<td valign="top" align="left">5</td>
<td valign="top" align="left">In this research project, we aimed to recruit healthy individuals aged 65 or older who are physically inactive in their daily lives. Can you tell me a bit about what you enjoy doing in your daily life?</td>
</tr>
<tr>
<td valign="top" align="left">6</td>
<td valign="top" align="left">During the two weeks you participated in this study, you had three VR training sessions per week. How did you feel this affected your physical activity level in your daily life?</td>
</tr>
<tr>
<td valign="top" align="left">7</td>
<td valign="top" align="left">Lack of motivation is a significant challenge when it comes to becoming more physically active, and this seems to apply to most age groups, including those aged 65 and older. Do you have any thoughts on whether this VR training could increase motivation to be more physically active?</td>
</tr>
<tr>
<td valign="top" align="left">8</td>
<td valign="top" align="left">If you were to create a VR training game that you believe could motivate you to be more physically active, what would you do similarly or differently compared to this project&#x0027;s VR game?</td>
</tr>
<tr>
<td valign="top" align="left">9</td>
<td valign="top" align="left">Finally, do you have any other comments, thoughts, or experiences related to this project that you would like to share?</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
</sec>
<sec id="s2i"><label>2.9</label><title>Data analysis</title>
<p>The data was analysed without grounding in any specific paradigm or perspective. The aim of the study was to gather user experiences regarding a specific item (the game), and we deemed the topic to be suited to a content analysis.</p>
<p>We processed all quantitative data using MS Excel and presented data by use of descriptive statistics. All coding was done manually, and no artificial intelligence software was used in transcription or analysis. The qualitative interview data were analysed using Braun and Clarke&#x0027;s six-phase approach for reflexive thematic analysis (<xref ref-type="bibr" rid="B39">39</xref>), involving repeatedly going back and forth from the raw data, via coding and clustering. The first (BB) and last (KT) authors conducted the analysis. Both, particularly KT, have previous experience with interview data, both from published studies and from supervision of master students. First, the first and last author read the raw interview data and noted initial ideas to familiarize with the data. The first impression was discussed between the two authors, and then again in a meeting with the second author who was the person conducting all interviews. Secondly, the last author generated initial codes by grouping the entire dataset into meaningful groups. Thirdly, the last author searched for themes by collating codes into potential themes. Fourthly, the themes were reviewed by going back and forth from the codes, initial themes, and potential themes. Fifthly, the themes were defined, and the essence of each theme was discussed among the first and last author. A few initial themes were excluded in this step. Finaly, the report was written and revised among the authors. An example of the coding process during the analysis is presented in <xref ref-type="table" rid="T3">Table&#x00A0;3</xref>.</p>
<table-wrap id="T3" position="float"><label>Table&#x00A0;3</label>
<caption><p>Example of the coding process during the analysis.</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left">Quotes</th>
<th valign="top" align="center">Code label</th>
<th valign="top" align="center">Code group</th>
<th valign="top" align="center">Initial themes</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left"><italic>&#x0022;No, I thought it sounded a bit exciting. It was just pure curiosity, really, yes.&#x0022;</italic></td>
<td valign="top" align="left">Exiting and I was curious</td>
<td valign="top" align="left">Fun to experience Virtual Reality</td>
<td valign="top" align="left">Exploring new concepts</td>
</tr>
<tr>
<td valign="top" align="left"><italic>&#x0022;Variation on multiple levels, not just variation in movements, but also in choice options. As much variation as possible. And also in intensity.&#x0022;</italic></td>
<td valign="top" align="left">There should have been greater variation across several levels</td>
<td valign="top" align="left">What could have been improved</td>
<td valign="top" align="left">Proposed changes</td>
</tr>
</tbody>
</table>
</table-wrap>
<p>The number of respondents was decided before initiation of the study, and level of saturation in the interviews was not considered. It is therefore possible that further interviews would bring new information, but our clear impression was that the respondents shared fairly similar experiences.</p>
</sec>
</sec>
<sec id="s3" sec-type="results"><label>3</label><title>Results</title>
<sec id="s3a"><label>3.1</label><title>Participant characteristics</title>
<p>We included six women (66&#x2013;76 years) and four men (67&#x2013;77 years) with a mean age of 71.2 years (SD 4.2). All were married and lived with someone. All but one were retired from work, whereas the youngest woman still worked in a full position. Eight individuals held a higher education degree, while two possessed a vocational certificate. The males (<italic>n</italic>&#x2009;&#x003D;&#x2009;4) had on average a grip strength of 41.3&#x2005;kg (SD 5.9) vs. 23.9 (SD 4.5) for the females (<italic>n</italic>&#x2009;&#x003D;&#x2009;6). Both men and women had almost identical average values for TUG (women 7.65&#x2005;s, SD 1.61, men 7.63&#x2005;s, SD 1.64) and gait speed (women 1.38&#x2005;m/s, SD 0.22, men 1.38&#x2005;m/s, SD 0.29). Functional strength, as shown by seconds on 5STS, was 9.6 (SD 2.2) vs. 12.0 (SD 2.9) for men and women. Individual participants&#x2019; characteristics are presented in <xref ref-type="table" rid="T4">Table&#x00A0;4</xref>.</p>
<table-wrap id="T4" position="float"><label>Table&#x00A0;4</label>
<caption><p>Participants&#x2019; individual characteristics.</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left">Participants</th>
<th valign="top" align="center">M77</th>
<th valign="top" align="center">M67</th>
<th valign="top" align="center">M69</th>
<th valign="top" align="center">M70</th>
<th valign="top" align="center">F66</th>
<th valign="top" align="center">F76</th>
<th valign="top" align="center">F70</th>
<th valign="top" align="center">F74</th>
<th valign="top" align="center">F76</th>
<th valign="top" align="center">F67</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left">Grip strength, kg</td>
<td valign="top" align="center">48.2</td>
<td valign="top" align="center">34.5</td>
<td valign="top" align="center">43.6</td>
<td valign="top" align="center">39.0</td>
<td valign="top" align="center">23.9</td>
<td valign="top" align="center">15.2</td>
<td valign="top" align="center">26.6</td>
<td valign="top" align="center">26.1</td>
<td valign="top" align="center">24.1</td>
<td valign="top" align="center">27.5</td>
</tr>
<tr>
<td valign="top" align="left">TUG, sec</td>
<td valign="top" align="center">10.0</td>
<td valign="top" align="center">6.1</td>
<td valign="top" align="center">6.1</td>
<td valign="top" align="center">8.3</td>
<td valign="top" align="center">8.4</td>
<td valign="top" align="center">10.8</td>
<td valign="top" align="center">5.9</td>
<td valign="top" align="center">7.4</td>
<td valign="top" align="center">6.5</td>
<td valign="top" align="center">6.9</td>
</tr>
<tr>
<td valign="top" align="left">5STS, sec</td>
<td valign="top" align="center">9.2</td>
<td valign="top" align="center">8.4</td>
<td valign="top" align="center">12.9</td>
<td valign="top" align="center">8.1</td>
<td valign="top" align="center">12.4</td>
<td valign="top" align="center">17.1</td>
<td valign="top" align="center">12.8</td>
<td valign="top" align="center">10.1</td>
<td valign="top" align="center">9.2</td>
<td valign="top" align="center">10.4</td>
</tr>
<tr>
<td valign="top" align="left">Gait speed, m/sec</td>
<td valign="top" align="center">1.3</td>
<td valign="top" align="center">1.8</td>
<td valign="top" align="center">1.0</td>
<td valign="top" align="center">1.3</td>
<td valign="top" align="center">1.3</td>
<td valign="top" align="center">1.0</td>
<td valign="top" align="center">1.7</td>
<td valign="top" align="center">1.3</td>
<td valign="top" align="center">1.5</td>
<td valign="top" align="center">1.5</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn id="table-fn4a"><p>M, male; F, female, and numbers indicating years of the participants.</p></fn>
<fn id="TF1"><p>TUG, time (sec) on the timed up and go test; 5STS, time (sec) on the 5 reps sit-to-stand test; Gait speed, gait speed (m/sec) from the 10&#x2005;m walk test at preferred instructed speed.</p></fn>
</table-wrap-foot>
</table-wrap>
</sec>
<sec id="s3b"><label>3.2</label><title>Testing of the virtual reality game (intensity and performance of the VR game sessions)</title>
<p>During the two-week pilot period, seven participants completed all six and three participants completed five out of six VR exercise sessions. Overall, 57 sessions were completed with a total of 24 725 balloon hits. The average maximum heart rate across the sessions was 102&#x2005;BPM. Overall, the participants rated their subjective perception of physical exertion at the beginning and the end of the sessions as 6.7 and 10.1 on the Borg Rating of Perceived Exertion (RPE) scale, with an average increase of 3.4 during each session (see <xref ref-type="table" rid="T5">Table&#x00A0;5</xref>).</p>
<table-wrap id="T5" position="float"><label>Table&#x00A0;5</label>
<caption><p>Performance and intensity of the VR game sessions. .</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left" rowspan="2">VR game session</th>
<th valign="top" align="center" colspan="2">Lowest level<xref ref-type="table-fn" rid="TF2"><sup>a</sup></xref></th>
<th valign="top" align="center" colspan="2">Medium level<xref ref-type="table-fn" rid="TF3"><sup>b</sup></xref></th>
<th valign="top" align="center" colspan="2">Top level<xref ref-type="table-fn" rid="TF4"><sup>c</sup></xref></th>
</tr>
<tr>
<th valign="top" align="center">Mean</th>
<th valign="top" align="center">SD</th>
<th valign="top" align="center">Mean</th>
<th valign="top" align="center">SD</th>
<th valign="top" align="center">Mean</th>
<th valign="top" align="center">SD</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left">HITS</td>
<td valign="top" align="center">414.8/419</td>
<td valign="top" align="center">3.6</td>
<td valign="top" align="center">463.6/472</td>
<td valign="top" align="center">16.1</td>
<td valign="top" align="center">423.3/428</td>
<td valign="top" align="center">11.5</td>
</tr>
<tr>
<td valign="top" align="left">Max BPM</td>
<td valign="top" align="center">101.4</td>
<td valign="top" align="center">9.7</td>
<td valign="top" align="center">102.0</td>
<td valign="top" align="center">6.8</td>
<td valign="top" align="center">102.6</td>
<td valign="top" align="center">11.2</td>
</tr>
<tr>
<td valign="top" align="left">Average BPM</td>
<td valign="top" align="center">86.9</td>
<td valign="top" align="center">7.4</td>
<td valign="top" align="center">88.2</td>
<td valign="top" align="center">7.9</td>
<td valign="top" align="center">90.8</td>
<td valign="top" align="center">10.0</td>
</tr>
<tr>
<td valign="top" align="left">Borg pre</td>
<td valign="top" align="center">6.7</td>
<td valign="top" align="center">1.2</td>
<td valign="top" align="center">6.7</td>
<td valign="top" align="center">1.0</td>
<td valign="top" align="center">6.7</td>
<td valign="top" align="center">0.8</td>
</tr>
<tr>
<td valign="top" align="left">Borg post</td>
<td valign="top" align="center">10.2</td>
<td valign="top" align="center">1.8</td>
<td valign="top" align="center">10.1</td>
<td valign="top" align="center">1.7</td>
<td valign="top" align="center">9.9</td>
<td valign="top" align="center">1.7</td>
</tr>
<tr>
<td valign="top" align="left">Borg change</td>
<td valign="top" align="center">3.6</td>
<td valign="top" align="center">1.7</td>
<td valign="top" align="center">3.4</td>
<td valign="top" align="center">1.8</td>
<td valign="top" align="center">3.2</td>
<td valign="top" align="center">1.7</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn id="TF2"><label>a</label>
<p>VR game session 1 and 4.</p></fn>
<fn id="TF3"><label>b</label>
<p>VR game session 2 and 5.</p></fn>
<fn id="TF4"><label>c</label>
<p>VR game session 3 and 6.</p></fn>
</table-wrap-foot>
</table-wrap>
<table-wrap id="T6" position="float"><label>Table&#x00A0;6</label>
<caption><p>Objectively measured steps per day.</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left" rowspan="2">Daily steps</th>
<th valign="top" align="center" colspan="2">Before exercise period</th>
<th valign="top" align="center" colspan="2">During exercise period</th>
<th valign="top" align="center" colspan="2">After exercise period</th>
</tr>
<tr>
<th valign="top" align="center">Mean</th>
<th valign="top" align="center">SD</th>
<th valign="top" align="center">Mean</th>
<th valign="top" align="center">SD</th>
<th valign="top" align="center">Mean</th>
<th valign="top" align="center">SD</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left">Steps</td>
<td valign="top" align="center">4,189.1</td>
<td valign="top" align="center">(1,727.4)</td>
<td valign="top" align="center">4,884.6</td>
<td valign="top" align="center">(1,830.0)</td>
<td valign="top" align="center">4,433.7</td>
<td valign="top" align="center">(2,169.3)</td>
</tr>
<tr>
<td valign="top" align="left">Range</td>
<td valign="top" align="center" colspan="2" style="background-color:#7e8080">2,519.3&#x2013;7,620.7</td>
<td valign="top" align="center" colspan="2" style="background-color:#7e8080">3,017.1&#x2013;8,375.0</td>
<td valign="top" align="center" colspan="2" style="background-color:#7e8080">4,764.7&#x2013;7,721.3</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn id="TF5"><p>Daily steps&#x2009;&#x003D;&#x2009;Number of steps per day from objectively ankle-worn accelerometers.</p></fn>
</table-wrap-foot>
</table-wrap>
<table-wrap id="T7" position="float"><label>Table&#x00A0;7</label>
<caption><p>Initial themes, sub-themes and main themes. .</p></caption>
<table>
<thead>
<tr>
<th valign="top" align="left">Initial themes</th>
<th valign="top" align="center">Sub-themes</th>
<th valign="top" align="center">Main themes</th>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="left">Exploring new concepts</td>
<td valign="top" align="left" rowspan="3">
<list list-type="bullet">
<list-item>
<p>Exploring virtual reality was a pleasing experience</p></list-item>
<list-item>
<p>Games Involve competition</p></list-item>
</list></td>
<td valign="top" align="left" rowspan="3">Virtual reality represents a new and exciting development</td>
</tr>
<tr>
<td valign="top" align="left">Enjoyable involvement</td>
</tr>
<tr>
<td valign="top" align="left">Competitive drive</td>
</tr>
<tr>
<td valign="top" align="left">Game rather than exercise</td>
<td valign="top" align="left" rowspan="4">
<list list-type="bullet">
<list-item>
<p>Excessively simplified and oriented towards play</p></list-item>
<list-item>
<p>Virtual reality provides minimal effect</p></list-item>
</list></td>
<td valign="top" align="left" rowspan="4">Virtual reality is more oriented towards gaming than training</td>
</tr>
<tr>
<td valign="top" align="left">Expected more</td>
</tr>
<tr>
<td valign="top" align="left">Does not affect overall physical activity levels</td>
</tr>
<tr>
<td valign="top" align="left">Experienced effects</td>
</tr>
<tr>
<td valign="top" align="left">Proposed changes</td>
<td valign="top" align="left" rowspan="2">
<list list-type="bullet">
<list-item>
<p>Needs to incorporate additional challenges and physical movements</p></list-item>
<list-item>
<p>Social interaction would have provided motivation</p></list-item>
</list></td>
<td valign="top" align="left" rowspan="2">Virtual reality should integrate more challenging activities, physical movement, and social engagement</td>
</tr>
<tr>
<td valign="top" align="left">Social engagement enhances motivation</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec id="s3c"><label>3.3</label><title>Daily steps before, during, and after the exercise period</title>
<p>Participants wore ancle worn accelerometers continuously during the study period, with a total of 44 registration days before (<italic>n</italic>&#x2009;&#x003D;&#x2009;7), 80 registration days during (<italic>n</italic>&#x2009;&#x003D;&#x2009;9), and 52 registration days after (<italic>n</italic>&#x2009;&#x003D;&#x2009;8) the two-weeks of VR exercise sessions. <xref ref-type="table" rid="T6">Table&#x00A0;6</xref> presents the objectively collected daily steps for the participants before, during, and after the two-weeks exercise period.</p>
</sec>
<sec id="s3d"><label>3.4</label><title>Experiences (interview data)</title>
<p>All 10 participants completed the interview session at the end of the two-week pilot period. We developed three main themes from the interviews. <xref ref-type="table" rid="T7">Table&#x00A0;7</xref> presents an overview of main themes and sub-themes.</p>
<sec id="s3d1"><label>3.4.1</label><title>Virtual reality represents a new and exciting development</title>
<p>All participants described that they were excited and wanted to take part in this new and exciting development. One explained that he was a bit unsure what he was going to be part of, and wondered &#x201C;<italic>How will this unfold?&#x201D;</italic> (P4).</p>
<sec id="s3d1a"><label>3.4.1.1</label><title>Exploring virtual reality was a pleasing experience</title>
<p>Most participants highlight that this has been a pleasing experience, and that they were happy to join exploring the VR game. They used positive words such as &#x201C;absolutely great&#x201D; (P3), &#x201C;an experience&#x201D; (P8) &#x201C;exciting&#x201D; (P1) &#x201C;pleasant&#x201D; (P2), &#x201C;enjoyable&#x00BB; (P4), &#x00AB;positive experiences&#x00BB; (P6), &#x00AB;all good&#x00BB; (P10), &#x00AB;fun&#x00BB; (P5). A very few explained that they had relatable experience with programming or playing games, but that this VR game was new to all of them. One person explained that she found it fun to be part of something that was in development, and one other said that in addition to being fun it was also felt good to contribute to this project.</p><disp-quote>
<p>&#x201C;I think that being in these different environments is very rewarding. It&#x0027;s an experience, and with the music, I find it fun. So, I would say that if I were sitting in a nursing home and hadn&#x0027;t experienced much, it would be the highlight of my day.&#x201D; (P8)</p></disp-quote><disp-quote>
<p>&#x201C;Enjoyable. Yes, I woke up the next morning after the first time and thought, what am I doing today? And then I knew I was going to [activity], and I felt the desire to do it. So that fear of what I had gotten myself into disappeared after the first time&#x2026;.&#x0022;(P4)</p></disp-quote>
</sec>
<sec id="s3d1b"><label>3.4.1.2</label><title>Games involve competition</title>
<p>Several of the participants talked about games triggering competition and a feeling of wanting to achieve. One person described that she did not think of herself as a competitive person but realized that she probably was after testing the VR game. Some suggest that the developers should have included more measurements within the VR game along with feedback, as they find this motivating. Others suggest that the VR game could have included motivating games where more than one person could have participated.</p><disp-quote>
<p>&#x201C;Yes, because everyone likes to be measured by something. You go to school, and there are grades. If there weren&#x0027;t, you wouldn&#x0027;t bother going to school. It&#x0027;s strange, really, we are driven by. It&#x0027;s the same with exercise, &#x2018;Why do you do exercise?&#x2019; Well, to be the first to finish.&#x201D; (P9)</p></disp-quote>
</sec>
</sec>
<sec id="s3d2"><label>3.4.2</label><title>Virtual reality is more oriented towards gaming than training</title>
<p>The participants were highly positive towards the VR game, but at the same time emphasized that this VR game was too simple, more oriented towards gaming and not exercise, and provided minimal physical effects. As one person explained &#x201C;<italic>It becomes more of a game</italic>&#x201D; (P5).</p>
<sec id="s3d21"><label>3.4.2.1</label><title>Excessively simplified and oriented towards play</title>
<p>All but one of the participants found the VR game excessively simplified, and several explained that it was more oriented towards play not exercise. Most said that they found the VR game very simple, and one even said that it was at the simplest level. Nevertheless, they liked the game, as one explained:</p><disp-quote>
<p>&#x201C;Childish, yes, but it was incredibly fun to be childish, right? Yes, exactly. Play, it awakens something. They say you stop playing because you grow old. But you grow old because you stop playing. And I think that is very important.&#x201C; (P6)</p></disp-quote>
<p>The participants described different pre-expectations to the VR game. One underlined that he (P3) thought that it would be more challenging than experienced, but that he at the same time found the VR game to challenge his concentration. Others thought it would be more movement of both upper and lower extremities.</p><disp-quote>
<p>&#x201C;I don&#x0027;t really think it&#x0027;s that much exercise, actually. I&#x0027;m just standing there still.&#x201D; (P5)</p></disp-quote><disp-quote>
<p>&#x201C;I saw them more as a game and didn&#x0027;t really.. if I&#x0027;m going to exercise, I want to get sweaty and warm. And I didn&#x0027;t get that here. I got a little sweaty on my forehead, but that was from the rubber ring on the headset. But I do see that there is potential for developing this into a form of exercise, absolutely. And if you could maybe involve the legs and so on, then yes, definitely.&#x201D; (P1)</p></disp-quote><disp-quote>
<p>&#x201C;Yes, because you can really see this as a game with red and blue balloons. So, if you&#x0027;re sitting in a chair and exercising at the same time, there are surely some people who would want to do that.&#x0022;(P2)</p></disp-quote>
<p>In line with this, most of the participants did not see themselves as the target population for this VR game and suggested that for example day center users would have been more appropriate.</p>
</sec>
<sec id="s3d2b"><label>3.4.2.2</label><title>The game provides minimal physical effects</title>
<p>Overall, most participants experienced minimal physical effects of the VR game, including both immediately effects and transferred effects to daily physical activity levels. As one person explained: &#x201C;<italic>No, it [daily physical activity level] was not affected. I haven&#x0027;t done any more or less because of it.&#x0022;(P10)</italic></p>
<p>One person said that participation in the study led her to walk to the rehabilitation center for the game sessions. As such, it was not the game itself that led to increased physical activity, but the transportation back and forth, still she frames the activity in a positive way and puts it in the context of the game:</p><disp-quote>
<p>&#x201C;Physically active? Well, maybe it made me want to be. Because when I get up in the morning, I often sit and watch the news, drink coffee, and knit, so after a while, I feel the need to move. So for me, it was a good opportunity to take an extra walk when I came here on those days. I probably wouldn&#x0027;t have done it otherwise. And then I got a walk on my way here and often on my way back home as well. And I thought that was alright, but beyond that, I didn&#x0027;t do many other exercises at home than what I naturally do throughout the day.&#x201D; (P7)</p></disp-quote>
</sec>
</sec>
<sec id="s3d3"><label>3.4.3</label><title>Virtual reality should integrate more challenging activities, physical movement, and social engagement</title>
<p>After six sessions using the VR game, the participants had several suggestions for improvements as well as suggesting add-on&#x0027;s to the VR game.</p>
<sec id="s3d3a"><label>3.4.3.1</label><title>Needs to incorporate additional challenges and physical movements</title>
<p>Most participants suggested to increase speed and variation of the movements that were part of the VR game, along with adding movements for the lower extremities. They really wanted more exercise and thus more challenges. A few suggested different rackets and stick sports, such as hockey, tennis and badminton. Some of the participants describe more progression, both in terms of level of difficulties and also how the visualization could be altered such as smaller balloons), and some suggested longer sessions when necessary due to progress. Overall, they wanted more movements, as they experienced the VR game to be a bit static as one described &#x201C;<italic>I feel glued to the floor&#x0022;(P7)</italic>.</p><disp-quote>
<p>&#x201C;&#x2026;.I would have wanted it to be a bit more challenging. I would have liked to use my legs as well. That way, you would improve coordination and also get a higher heart rate.&#x201D; (P8)</p></disp-quote><disp-quote>
<p>&#x201C;More balloons. More switching up and down. Down up, from deep down to suddenly up. Then it becomes, well, then it becomes, yes, then it becomes squats [stands up from the chair and demonstrates]. Yes, then it becomes exercise.&#x201D; (P1)</p></disp-quote>
<p>Additionally, one important input from our participants was that some felt discomfort with some of the virtual surroundings within the VR game. Several participants described a feeling of not being safe at the top of the mountains, and a sense of discomfort. As one explained:</p><disp-quote>
<p>&#x201C;I got the feeling of being pulled outward, and I felt my hands getting sweaty. Yes.&#x0022;(P2)</p></disp-quote>
</sec>
<sec id="s3d3b"><label>3.4.3.2</label><title>Social interaction would have provided motivation</title>
<p>Four of the participants underlined that regular exercise often involve something social, that this VR game is missing at the moment. As one person described, motivation from someone else could have been useful during exercising, and that they probably would not have played this game at home, on their own. They also emphasized that games cannot replace human interaction.</p><disp-quote>
<p>&#x201C;Exercise is also a bit social for me. I need a bit of social interaction.&#x201D; (P1)</p></disp-quote><disp-quote>
<p>&#x201C;And then there&#x0027;s the issue of motivation to engage in physical exercise. Yes, I&#x0027;m a bit unsure about how motivated I would be to do this at home daily. I don&#x0027;t think so; it really depends on the software.&#x201D; (P1)</p></disp-quote><disp-quote>
<p>&#x201C;&#x2026;then I might have found it fun, especially if it was connected with something social, like you mentioned something at a senior gathering. So, if you met once a week, you would have this in common, some interaction or something, so you would have something to share with others when you met?&#x201D; (P2)</p></disp-quote>
</sec>
</sec>
</sec>
</sec>
<sec id="s4" sec-type="discussion"><label>4</label><title>Discussion</title>
<p>In this pilot study, we aimed to learn about the experiences of inactive older adults with an immersive VR exergame. Ten older adults were interviewed after the trial period and shared that they found the game interesting and visually pleasing, and that the overall experience had been fun. However, several also emphasized that the game was not very physically challenging, and that they saw it more as a game than as exercise.</p>
<p>The participants found the game to be novel, fun and interesting. Motivation is crucial for adherence to exercise, and de Groot and Fagerstr&#x00F6;m describes how participants in a fall prevention program were motivated by expectations of improved balance, physical function and health (<xref ref-type="bibr" rid="B40">40</xref>). Although such motivations concerned factors that could be seen as highly relevant to themselves, they could still be seen as extrinsic, meaning that the activity of exercise was perhaps not motivating in itself. A key feature of exergames is that the gaming aspect is intrinsically motivating, and that players engage in them longer (<xref ref-type="bibr" rid="B41">41</xref>). This was showed by Meldrum and co-authors in a RCT comparing virtual reality exercises with conventional exercises in people with vestibular disorders, where there were no significant differences in functional outcomes between groups, but the VR-exercise group exercised more than the protocol specified and also reported higher enjoyment (<xref ref-type="bibr" rid="B42">42</xref>). The participants in our study described the game with words like &#x201C;pleasant&#x201D;, &#x201C;enjoyable&#x201D;, &#x201C;fun&#x201D; and as a &#x201C;positive experience&#x201D;. They also pointed out the competitive aspect, where performance is rewarded with scores and points, as motivating (<xref ref-type="bibr" rid="B43">43</xref>). Some participants said that to them, exercising should include social interaction, and that playing alone was not motivating. This is in line with the findings of Kaos and co-authors, who found that exergame adherence was higher when playing in a multiplayer setting, than in a single player setting. The authors point out group belonging as crucial to game designs (<xref ref-type="bibr" rid="B44">44</xref>). Also, some participants expressed that the games could have been more challenging, both game-wise but also physically. A common sentiment among the participants was that the game was not physically demanding. This is reflected in how the average Borg scale value was around 10, and the average maximal heart rate was marginally higher than 100 BPM, for all three levels (<xref ref-type="table" rid="T3">Table&#x00A0;3</xref>). Consequently, the game failed to induce any substantial exercise effects. This is in contrast to the systematic review of Peng and co-authors, who found that active video games facilitated light-to-moderate energy expenditure during playing (<xref ref-type="bibr" rid="B45">45</xref>). It should be noted that maintaining the player&#x0027;s safety was an important priority for the design of the game in this study, which in turn made it challenging to adequately individualize the difficulty setting for each player. In hindsight, having a software feature which could have dynamically adapted the difficulty level of the movements based on a player&#x0027;s performance during the game would probably be more beneficial than the fixed difficulty setting created in the design process. As such, the game may be better suited for frailer older adults with more pronounced deconditioning and mobility issues, which was also suggested by the participants. Alternatively, the game could also be seen as a way to break up lengthy periods of sitting or sedentary behavior, which can be detrimental to health (<xref ref-type="bibr" rid="B46">46</xref>).</p>
<p>With regards to game design, the participants expressed that they would have liked the game to be more challenging, and with more opportunities for progression, which is important in game design; when games become too easy, it is easy to lose motivation (<xref ref-type="bibr" rid="B43">43</xref>). The participants suggested using more balloons, at different levels, and perhaps also using props, such as rackets, to reach the objects. The environment in itself was perceived as discomforting by some of the participants, such as a feeling of &#x201C;being pulled outwards&#x201D; when standing in an exposed spot. Simeonov and co-authors found that height exposure was perceived as equally stressful in real and virtual environments (<xref ref-type="bibr" rid="B47">47</xref>), but Bovim and co-authors found that while gait became unsteady and cautious while walking onto a virtual glass bridge over a high drop, gait normalized relatively quickly, suggesting that people can adapt well to height exposure (<xref ref-type="bibr" rid="B48">48</xref>).</p>
<p>One of the aims of the study was to explore whether playing the game would facilitate more physical activity also outside of the game setting, the rationale being that inactive people would find playing the game motivating and thereby being more physically active, and that this would transfer to other physical activities. Most participants expressed that playing the game did not make them more physically active in general and in their daily lives. This can also be seen in the count of daily steps, which was more or less the same before the intervention, during the intervention and after the intervention (<xref ref-type="table" rid="T6">Table&#x00A0;6</xref>). We have found no studies investigating how playing an exergame may transfer to being more physically active outside of the gaming context, but it can possibly be assumed that feeling fit and as an &#x201C;exerciser&#x201D; would be associated with more exercise and physical exertion in daily life, not unlike how Rodrigues and co-authors show in a study of young and middle-aged adults, that past positive exercise experiences are associated with future exercise (<xref ref-type="bibr" rid="B49">49</xref>). In the present study, the exercise intervention lasted only two weeks, and was perceived as low intensity, and it is unlikely that it would have any lasting impact on the physical activity behavior of the participants.</p>
<p>This study is limited by a low number of participants. Furthermore, although they were recruited on the basis of being physically inactive, their physical functioning was good, as shown in <xref ref-type="table" rid="T2">Table&#x00A0;2</xref>. A recurring comment in the interviews was that the game was too easy and that the participants did not feel that they exerted themselves, and the target group for inclusion should likely have been individuals with lower physical capacity and more ADL dependence.</p>
<p>A strength of the study is that we got deeper knowledge about the experiences with the game through the interviews, which will be very important for further game development. The game was developed in close collaboration with older adults, and their input was taken into consideration, from using balloons as the targets to hit, to specifically composed music. This study is a continuation of the process of developing the game optimally for potential target groups.</p>
</sec>
<sec id="s5" sec-type="conclusions"><label>5</label><title>Conclusion</title>
<p>In this study we included ten relatively healthy but inactive older adults, where all piloted a VR game with six sessions over two weeks. The main finding of the study is that while older adults enjoyed the experience of playing a virtual reality exergame, the game was not physically demanding enough for the participants, and also that the game presented too few challenges. Game development should focus on tasks that keep players interested and engaged over longer times, without jeopardizing safety.</p>
</sec>
</body>
<back>
<sec id="s6" sec-type="data-availability"><title>Data availability statement</title>
<p>The datasets presented in this article are not readily available because participants did not consent to the interview transcripts being available. Requests to access the datasets should be directed to <email>bard.e.bogen@uib.no</email>.</p>
</sec>
<sec id="s7" sec-type="ethics-statement"><title>Ethics statement</title>
<p>The project was submitted to the Regional Committees for Medical and Health Research Ethics (REK) and was deemed outside REK&#x0027;s remit; therefore, REK approval was not required. Data protection was reviewed by Sikt (Norwegian Agency for Shared Services in Education and Research), ref. nos. 792811 and 458242. The study was conducted in accordance with the local legislation and institutional requirements. The participants provided their written informed consent to participate in this study. Written informed consent was obtained from the individual(s) for the publication of any potentially identifiable images or data included in this article.</p>
</sec>
<sec id="s8" sec-type="author-contributions"><title>Author contributions</title>
<p>BB: Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing, Formal analysis, Methodology. MM: Conceptualization, Data curation, Formal analysis, Funding acquisition, Investigation, Methodology, Project administration, Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing, Software. GT: Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing. LB: Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing. N&#x00D8;: Investigation, Project administration, Resources, Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing. KT: Conceptualization, Data curation, Formal analysis, Investigation, Methodology, Supervision, Writing &#x2013; original draft, Writing &#x2013; review &#x0026; editing.</p>
</sec>
<ack><title>Acknowledgments</title>
<p>Ingvild Grimstad (CatoSenteret), Karsten Kure Bagger (SenopiVR), Jenna Viljaja (SenopiVR) and Antonella Santuccione Chadha (SenopiVR).</p>
</ack>
<sec id="s10" sec-type="COI-statement"><title>Conflict of interest</title>
<p>The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
<sec id="s11" sec-type="ai-statement"><title>Generative AI statement</title>
<p>The author(s) declare that no Generative AI was used in the creation of this manuscript.</p>
<p>Any alternative text (alt text) provided alongside figures in this article has been generated by Frontiers with the support of artificial intelligence and reasonable efforts have been made to ensure accuracy, including review by the authors wherever possible. If you identify any issues, please contact us.</p>
</sec>
<sec id="s12" sec-type="disclaimer"><title>Publisher&#x0027;s note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
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<fn-group>
<fn id="n1" fn-type="custom" custom-type="edited-by"><p>Edited by: <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1016968/overview">Emil Rosenlund H&#x00F8;eg</ext-link>, Aalborg University Copenhagen, Denmark</p></fn>
<fn id="n2" fn-type="custom" custom-type="reviewed-by"><p>Reviewed by: <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/929940/overview">Valentino Megale</ext-link>, Softcare Studios, Italy</p>
<p><ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1037167/overview">Samira Mehrabi</ext-link>, University of Waterloo, Canada</p></fn>
</fn-group>
<fn-group>
<fn id="n3"><label>1</label><p><ext-link ext-link-type="uri" xlink:href="https://www.who.int/news-room/fact-sheets/detail/ageing-and-health">https://www.who.int/news-room/fact-sheets/detail/ageing-and-health</ext-link></p></fn>
</fn-group>
</back>
</article>