Gamified Exercise in Virtual Reality: A Novel Intervention for Enhancing Mental Health and Reducing Suicidal Ideation in Older Adults DOI Open Access
Yunqiu Dong, Hossein Faridniya, Zinat Ebrahimi

et al.

Healthcare, Journal Year: 2025, Volume and Issue: 13(8), P. 859 - 859

Published: April 9, 2025

Background: Suicide is a major issue among individuals aged 60 and above, often linked to reduced life motivation expectancy. Innovative interventions are needed, this study explores the impact of gamified Virtual Reality (VR) exercise on improving expectancy in older adults with suicidal ideation. Methods: A quasi-experimental design pre-test post-test evaluations was conducted 72 men recruited through convenience sampling. standardized questionnaire used. Due heterogeneous variances, ANCOVA deemed inappropriate, Shapiro-Wilk test performed assess normality. parametric Student’s t-test used analyze group differences. Results: The experimental showed significantly higher compared control (t (58.219) = −26.693, p < 0.001), confirming intervention’s effectiveness. Conclusions: Gamified VR improves adherence physical activity, enhancing This non-pharmacological approach also holds promise for managing other psychological disorders expanding research field.

Language: Английский

Gamified Exercise in Virtual Reality: A Novel Intervention for Enhancing Mental Health and Reducing Suicidal Ideation in Older Adults DOI Open Access
Yunqiu Dong, Hossein Faridniya, Zinat Ebrahimi

et al.

Healthcare, Journal Year: 2025, Volume and Issue: 13(8), P. 859 - 859

Published: April 9, 2025

Background: Suicide is a major issue among individuals aged 60 and above, often linked to reduced life motivation expectancy. Innovative interventions are needed, this study explores the impact of gamified Virtual Reality (VR) exercise on improving expectancy in older adults with suicidal ideation. Methods: A quasi-experimental design pre-test post-test evaluations was conducted 72 men recruited through convenience sampling. standardized questionnaire used. Due heterogeneous variances, ANCOVA deemed inappropriate, Shapiro-Wilk test performed assess normality. parametric Student’s t-test used analyze group differences. Results: The experimental showed significantly higher compared control (t (58.219) = −26.693, p < 0.001), confirming intervention’s effectiveness. Conclusions: Gamified VR improves adherence physical activity, enhancing This non-pharmacological approach also holds promise for managing other psychological disorders expanding research field.

Language: Английский

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