Preprint · Sep 18, 2025
Enhancing Older Adults Well-Being Through VR-Assisted Creative Arts: A Scoping Review (Preprint)
By JIAN X, Ali NM, Ijab MT
BACKGROUND The rapid aging of global populations highlights the need for innovative interventions to enhance the well-being of older adults;VR-assisted art provides a new platform. OBJECTIVE This scoping review aims to systematically map and evaluate the application of VR-assisted art creation in enhancing the well-being of older adults, with a focus on its impacts on physical, mental, and social connections, as well as the challenges and supports encountered during implementation. METHODS Following the methodological framework proposed by the Joanna Briggs Institute (JBI) and reported in accordance with the PRISMA-ScR guidelines, this review specifically examines VR-assisted artistic activities among adults aged 60 years and above. A systematic search was conducted in PubMed, Web of Science, Scopus, and the ACM Digital Library for studies published from January 2015 to January 2025. A total of 1609 records were screened, and 14 eligible studies were included. RESULTS Across the 14 included studies, VR-based art interventions consistently produced multidimensional benefits. Randomized trials showed notable motor rehabilitation gains, such as Barthel Index improvements exceeding 40% and a reduction in spasticity [35]. Emotion regulation significantly improved through immersive art applications,with depressive symptoms decreasing by 27–32% for up to two months [27]. Multi-user VR environments increased social connectedness, as 57% of participants reported enhanced social support [19]. Neurophysiological data suggest neuroplasticity, showing cortical activation increases up to 38% [22], while immersion levels remained high, with flow states averaging 7–9/10 (Figure 2). However, challenges including device discomfort, cost, and limited cultural adaptation were reported (Table 4), underscoring the need for longitudinal studies, culturally responsive designs, and standardized evaluations to enhance generalizability and scalability. CONCLUSIONS Future research should prioritize the development of cost-effective, age-friendly VR solutions, the establishment of robust theoretical models, and the creation of scalable frameworks to maximize VR’s potential in promoting healthy aging and social innovation. This review integrates empirical evidence with practical insights and advocates interdisciplinary collaboration to address the diverse needs of aging populations through VR technology. CLINICALTRIAL Not applicable.