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ORIGINAL RESEARCH article

Front. Psychol.

Sec. Psychology of Aging

Volume 16 - 2025 | doi: 10.3389/fpsyg.2025.1626476

Preventing Suicide Among Older Women in China: The Integration of Gamified Group-Based Exercise in a Virtual Reality Environment

Provisionally accepted
  • 1Zhengzhou Technology and Business University, Zhengdong, China
  • 2Lecturer, Zhengzhou Technology and Business University, Zhengzhou, China

The final, formatted version of the article will be published soon.

Objective: Suicide among elderly women has increasingly been recognized as a significant public health concern, necessitating the development of innovative, evidence-based interventions tailored to this vulnerable population. This study aimed to examine the effectiveness of gamified group-based physical activity in a virtual reality (VR) environment for enhancing psychological resilience and reducing suicidal ideation among elderly women. Methods: A randomized controlled trial (RCT) design with convenience sampling was adopted for this study. A total of 120 elderly women with clinically confirmed suicidal ideation were recruited through purposive announcements at senior care facilities in Beijing, China, and were then randomly allocated into experimental (n = 60) and control (n = 60) groups using a computer-generated randomization schedule. Data were collected using two validated questionnaires: the Subjective Vitality Scale and the Life Hope Questionnaire. The normality of data distribution was assessed using the Kolmogorov-Smirnov test, and the homogeneity of variances across groups was evaluated via Levene's test. To control for baseline differences and assess the impact of the intervention, data were analyzed using analysis of covariance. Results: The findings revealed statistically significant improvements in both subjective vitality and life hope scores among participants in the experimental group compared to those in the control group (p < 0.01). The effect size for hopefulness was η² = 0.29, and the effect size for mental vitality was η² = 0.21. Conclusion: These findings highlight that gamified VR-based group exercise is a promising non-pharmacological approach for improving psychological well-being and mitigating suicide risk in elderly women. By combining immersive technology, social engagement, and motivational components, such interventions offer an effective, engaging, and scalable strategy to address mental health challenges in aging populations.

Keywords: Mental Health, gamified exercise, Social Exercise Intervention, VR training, Elderly women

Received: 24 Jun 2025; Accepted: 25 Aug 2025.

Copyright: © 2025 Zhang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Jinjin Zhang, Zhengzhou Technology and Business University, Zhengdong, China

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.