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ORIGINAL RESEARCH article

Front. Public Health

Sec. Aging and Public Health

This article is part of the Research TopicUnveiling the Mental Health Impact of Physical Decline in Older Adults: A Holistic ApproachView all 19 articles

Harnessing the Transformative Potential of Gamified Virtual Reality Sports to Enhance Perceived Life Expectancy in Older Men at Risk of Suicide

Provisionally accepted
  • Zhengzhou Technology and Business University, Zhengdong, China

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

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 elderly 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 Schneider et al. 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, η² = .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 aging populations.

Keywords: elderly healthcare, Mental Health, Suicidal thoughts, virtual exercises, Aging psychology

Received: 08 Sep 2025; Accepted: 30 Nov 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

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