Unpacking the diversity and complexity of roles and participation in virtual reality design for older adults: A systematic review

As virtual reality (VR) technologies become increasingly embedded in health and aging contexts, the meaningful participation of older adults in VR design remains limited. This systematic review synthesizes 77 studies published between 2016 and 2024 to examine how older adults engage in the design of VR interventions. Using Arnstein's Ladder and the Double Diamond model as guiding frameworks, we analyze the roles older adults assume, the methods used to support their involvement, and the evolving tasks of designers. Our analysis shows that while consultation is the most common form of involvement (34 %), only 13 % of studies achieve genuine co-design partnerships, with a significant 62 % of engagements remaining at tokenistic or lower levels. Results show that older adults are mostly involved at lower levels of participation (e.g., informing, consultation), while high-level co-design remains rare. Participation barriers include cognitive and physical limitations, technological complexity, and insufficient facilitation. However, iterative feedback mechanisms, adaptive design tools, and structured support strategies contribute to more inclusive engagement. We conclude by proposing a multidimensional understanding of participation that considers user agency, design phase, and feedback integration. This framework provides a novel lens for evaluating and planning participatory endeavors, moving beyond a binary view of co-design. These findings offer actionable insights for human-computer interaction (HCI) researchers and designers aiming to create more equitable and responsive VR systems for aging populations.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2025-11-22
DOI
https://doi.org/10.1016/j.chbr.2025.100875
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
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article

Unpacking the diversity and complexity of roles and participation in virtual reality design for older adults: A systematic review

Fangyuan Chang, Zhao Liu, Hongyi Yang, Qin Yang et al.
Computers in Human Behavior Reports
Technology Use by Older Adults
article

Unpacking the diversity and complexity of roles and participation in virtual reality design for older adults: A systematic review

Fangyuan Chang, Zhao Liu, Hongyi Yang, Qin Yang, Dian Zhu, Fumie Muroi
article en

Abstract

As virtual reality (VR) technologies become increasingly embedded in health and aging contexts, the meaningful participation of older adults in VR design remains limited. This systematic review synthesizes 77 studies published between 2016 and 2024 to examine how older adults engage in the design of VR interventions. Using Arnstein's Ladder and the Double Diamond model as guiding frameworks, we analyze the roles older adults assume, the methods used to support their involvement, and the evolving tasks of designers. Our analysis shows that while consultation is the most common form of involvement (34 %), only 13 % of studies achieve genuine co-design partnerships, with a significant 62 % of engagements remaining at tokenistic or lower levels. Results show that older adults are mostly involved at lower levels of participation (e.g., informing, consultation), while high-level co-design remains rare. Participation barriers include cognitive and physical limitations, technological complexity, and insufficient facilitation. However, iterative feedback mechanisms, adaptive design tools, and structured support strategies contribute to more inclusive engagement. We conclude by proposing a multidimensional understanding of participation that considers user agency, design phase, and feedback integration. This framework provides a novel lens for evaluating and planning participatory endeavors, moving beyond a binary view of co-design. These findings offer actionable insights for human-computer interaction (HCI) researchers and designers aiming to create more equitable and responsive VR systems for aging populations.

Computers in Human Behavior ReportsVol. 21
Openalex Percentile: Top 41%
Technology Use by Older Adults
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