Harnessing the transformative potential of gamified virtual reality sports to enhance perceived life expectancy in older men at risk of suicide

利用游戏化虚拟现实运动的变革潜力,提高有自杀风险老年男性对自身预期寿命的感知。

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Abstract

OBJECTIVES: Suicidal vulnerability in older adults represents a growing public health concern, demanding innovative, non-pharmacological interventions that can promote psychological resilience. The present study aimed to examine the effects of gamified virtual reality (VR) sports training on perceived life expectancy among older men identified as being at elevated psychological risk. The study conceptualized perceived life expectancy as an indirect indicator of suicide-related vulnerability, reflecting an individual's subjective sense of future time perspective and hopefulness. METHODS: A quasi-experimental pretest-posttest design with a non-equivalent control group was used. Participants were community-dwelling older men screened and confirmed to have suicidal ideation through structured clinical interviews conducted by geriatric and mental-health specialists. A total of 110 eligible participants were included. Consequently, participants were assigned to intervention and control groups using a convenience allocation procedure (non-random assignment). The intervention group (n = 55) completed a structured 5-week gamified VR-based exercise program (15 sessions), while the control group (n = 55) participated in an equivalently timed traditional exercise program matched for intensity, frequency, supervision, and safety procedures. Perceived life expectancy was measured using a validated adapted version of the Robbins scale. Data were analyzed using ANCOVA controlling for baseline scores and prespecified covariates. RESULTS: Participants in the gamified VR group showed significantly higher post-intervention scores in perceived life expectancy compared to the control group (F(1,107) = 796.466, p < 0.001, η (2) = 0.882), indicating a large and meaningful intervention effect. Improvements in perceived life expectancy were interpreted as a reduction in psychological vulnerability and an enhanced sense of future orientation. CONCLUSION: Gamified VR sports training appears to be an effective and engaging non-pharmacological approach to fostering psychological well-being and hopefulness in older adults at risk of suicide. By integrating physical activation, cognitive stimulation, and immersive engagement, this method offers a scalable and technologically supported pathway for mental health promotion in older populations.

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