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Qualitative evaluation of virtual reality for older adults in the context of an exergame for cognitive training.
This study evaluates the usability and perceived effectiveness of a virtual reality (VR) exergame aimed at supporting cognitive training in older adults. Using an explanatory sequential design, seven participants aged 69 to 97 interacted with a Unity 3D-based serious game through MetaQuest 2 headsets equipped with hand-tracking. The intervention simulated an organization task in a domestic VR setting to stimulate cognitive domains such as memory, attention, and executive function. Data were collected via semi-structured interviews and analyzed using thematic coding across usability, comprehensibility, motivation, engagement, and overall experience. Results indicate high levels of positive perception: usability (82%), comprehensibility (90%), motivation (81%), engagement (95%), and overall experience (100%). Despite overall acceptance, a minority of participants reported difficulties related to physical strain, unclear auditory cues, and color-text legibility. These findings highlight the promise of VR for cognitive stimulation among older populations, provided accessibility, personalization, and environmental factors are systematically addressed. Design recommendations and future research directions are discussed, particularly in terms of adaptation to individual capabilities and sustained engagement strategies.