Trial reportJMIR aging2026
Knowledge Performance, User Experience, and Cybersickness With Immersive Virtual Reality for Tai Chi Movement-Encoding in Older Adults: Randomized Comparison Study.
Trial report in JMIR aging, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
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; 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.
Indexed as
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.