Identifying Out‐of‐the‐Box Virtual Reality Applications With Geriatric Applicability and Value

BACKGROUND: Virtual reality (VR) has the potential to improve the quality of life for older adults. Most studies use proprietary VR programs, specifically designed for one goal, which vastly limits the generalizability and use by the older adult population. We sought to identify out of the box (OOTB) VR applications-available to the general population-that have applicability to geriatric care and potential value in improving quality of life. METHODS: We convened and provided VR headsets to an interdisciplinary group of geriatricians, geriatric advanced practice nurses, health services researchers, older adults, and VR advanced users. Panelists were explained the goal of the study and tasked with independently searching and compiling applications that had applicability to geriatrics care or older adults, preferencing those that were cost-free or low-cost (< $20). Panel members regularly met to perform constant comparative qualitative analysis in discussions of the identified VR programs. Between meetings, panelists tested the apps that were identified and re-convened with further information. RESULTS: Of the over 200 OOTB VR applications examined, panel members identified 44 VR applications that had potential geriatric applicability and value. Potential applications were organized based on price, category, ease of use, and usefulness/applicability to older adults. Panel members reviewed potential negative attributes and applications were ranked/eliminated on perceived usability and utility for older adults. Applications were then thematically analyzed and included (1.) Cognitive support, (2.) Functional Loss/Exercise, (3.) Anti-anxiety/agitation-relaxation, (4.) Depression alleviating entertainment, and (5.) Isolation-relieving entertainment. CONCLUSION: Out of the box VR experiences can have geriatric applicability and potential value for older adults. Identifying OOTB VR through a consensus panel is the first step to generalizing use in this population. Future research will include testing with older adults, across various settings and levels of physical and cognitive function.

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Publication Details

Journal
Journal of the American Geriatrics Society
Published
2026-04-16
DOI
https://doi.org/10.1111/jgs.70446
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Identifying Out‐of‐the‐Box Virtual Reality Applications With Geriatric Applicability and Value

Diana Medved, Alexandra Petrakos, Lee A. Lindquist, Amber Winder et al.
Journal of the American Geriatrics Society
Virtual Reality Applications and Impacts
article

Identifying Out‐of‐the‐Box Virtual Reality Applications With Geriatric Applicability and Value

Diana Medved, Alexandra Petrakos, Lee A. Lindquist, Amber Winder, Lexi N. Lindquist, Leo L. Nelson
article en

Abstract

BACKGROUND: Virtual reality (VR) has the potential to improve the quality of life for older adults. Most studies use proprietary VR programs, specifically designed for one goal, which vastly limits the generalizability and use by the older adult population. We sought to identify out of the box (OOTB) VR applications-available to the general population-that have applicability to geriatric care and potential value in improving quality of life. METHODS: We convened and provided VR headsets to an interdisciplinary group of geriatricians, geriatric advanced practice nurses, health services researchers, older adults, and VR advanced users. Panelists were explained the goal of the study and tasked with independently searching and compiling applications that had applicability to geriatrics care or older adults, preferencing those that were cost-free or low-cost (< $20). Panel members regularly met to perform constant comparative qualitative analysis in discussions of the identified VR programs. Between meetings, panelists tested the apps that were identified and re-convened with further information. RESULTS: Of the over 200 OOTB VR applications examined, panel members identified 44 VR applications that had potential geriatric applicability and value. Potential applications were organized based on price, category, ease of use, and usefulness/applicability to older adults. Panel members reviewed potential negative attributes and applications were ranked/eliminated on perceived usability and utility for older adults. Applications were then thematically analyzed and included (1.) Cognitive support, (2.) Functional Loss/Exercise, (3.) Anti-anxiety/agitation-relaxation, (4.) Depression alleviating entertainment, and (5.) Isolation-relieving entertainment. CONCLUSION: Out of the box VR experiences can have geriatric applicability and potential value for older adults. Identifying OOTB VR through a consensus panel is the first step to generalizing use in this population. Future research will include testing with older adults, across various settings and levels of physical and cognitive function.

Journal of the American Geriatrics Society
Northwestern University (US)
National Institutes of Health
Openalex Percentile: Top 25%
Virtual Reality Applications and Impacts
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