Knowledge Performance, User Experience, and Cybersickness With Immersive Virtual Reality for Tai Chi Movement-Encoding in Older Adults: Randomized Comparison Study
In brief
Immersive VR did not improve Tai Chi knowledge over video in older adults
Among 92 older adults with complete test data, immersive virtual reality produced no better short-term Tai Chi movement-knowledge scores than matched video instruction. VR users rated the experience more favorably for competence and flow, and 78% of 46 participants reported no sickness symptoms; whether these experiential benefits translate to better movement performance remains unknown.
- Journal
- JMIR aging (Q1)
- Published
- 30 September 2026
- Study design
- Randomized controlled trial
- Evidence level
- Level 1, High (CEBM 1b)
- Authors
- XiaCheng Song, Lu Sun, Yaqing Song, Huafeng Qu, Jing Jin, Junfeng Zhu, et al.
- PMID
- 42814913
- DOI
- 10.2196/96867
Why clinicians should know about it
- Picked for Complementary and Alternative Medicine (top studies of the week, 4 October 2026): VR Tai Chi yields higher competence and flow scores
Abstract
BACKGROUND: Immersive virtual reality (VR) is increasingly used for embodied training, but its practical value for older adults depends on whether the experiential benefits can be achieved without unacceptable discomfort or overstated claims about motor learning. OBJECTIVE: This randomized study compared head-mounted immersive VR with standardized, content-matched 2D video instruction for Tai Chi movement-encoding in community-dwelling older adults. METHODS: A total of 106 older adults were randomized to immersive VR (n=56) or video instruction (n=50). The primary analysis included 92 participants with complete age, pretest, and posttest data (VR: n=45; Video: n=47). The primary outcome was a 5-item movement-encoding knowledge score (range 0-20), analyzed using analysis of covariance, with posttest score as the dependent variable and group, pretest score, and age as predictors. Secondary outcomes were intrinsic motivation, game experience, and learning engagement; safety, tolerability, and feasibility were assessed using the Intrinsic Motivation Inventory, Game Experience Questionnaire, Utrecht Work Engagement Scale-Short Form, participant flow, and Virtual Reality Sickness Questionnaire. VR system telemetry was analyzed descriptively as an exploratory process outcome. RESULTS: Adjusted posttest movement-encoding performance did not differ between VR and video instruction (adjusted difference -0.27, 95% CI -2.25 to 1.72; P=.79; partial η2=0.001). The Game Experience Questionnaire results favored VR for competence (Video: mean 3.36, SD 1.21; VR: mean 4.15, SD 0.92; q=0.009), flow (Video: mean 3.77, SD 1.26; VR: mean 4.46, SD 0.76; q=0.014), and lower tension (Video: mean 1.76, SD 1.04; VR: mean 1.27, SD 0.63; q=0.037), whereas challenge did not remain significant after false discovery rate correction (q=0.073). In the VR Group, recognition accuracy was associated with posttest movement-encoding score (n=44; r=0.317, P=.04), but pose accuracy was not (n=44; r=0.129, P=.41). The Virtual Reality Sickness Questionnaire scores were low among valid VR participants (total score mean 3.77, SD 11.12), and 36 out of 46 (78%) participants reported zero symptoms. CONCLUSIONS: With a strong active control, immersive VR did not produce higher short-term Tai Chi movement-encoding performance than video instruction. Among participants who completed the VR session, the immediate game-experience profile was more favorable. These findings indicate that VR may offer experiential benefits, while also highlighting the need to manage cybersickness and technical exclusions and to distinguish movement knowledge from actual motor execution.
Abstract as published, via PubMed.
For healthcare professionals. The summary is generated by AI from the published abstract, and the evidence level is assigned automatically from the study design on the Oxford CEBM hierarchy. Neither is medical advice. Read the full paper before changing practice.