{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,2]],"date-time":"2026-04-02T01:47:03Z","timestamp":1775094423426,"version":"3.50.1"},"reference-count":106,"publisher":"Frontiers Media SA","license":[{"start":{"date-parts":[[2025,6,3]],"date-time":"2025-06-03T00:00:00Z","timestamp":1748908800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["frontiersin.org"],"crossmark-restriction":true},"short-container-title":["Front. Psychol."],"abstract":"<jats:sec><jats:title>Introduction<\/jats:title><jats:p>Falls are a prevalent health concern among older adults, potentially resulting in substantial physical, psychological, and social ramifications. Interventions aimed at fall prevention require effectiveness, enjoyment, and meaningfulness (EEM). As gait impairments are a key factor in fall risk, integrating natural locomotion and cognitive skills through single- and dual-task training is essential. We developed <jats:italic>EXploVR<\/jats:italic>, a fully immersive virtual reality exergame that integrates natural gait and promotes EEM. This interdisciplinary pilot study examined the EEM of <jats:italic>EXploVR<\/jats:italic> in healthy, community-dwelling older adults.<\/jats:p><\/jats:sec><jats:sec><jats:title>Methods<\/jats:title><jats:p>Forty-six participants were assigned to an intervention or passive control group using a single-blinded, quasi-randomized design. Over three weeks, the intervention group completed two 60-min sessions weekly. Baseline, mid-, and post-assessments included single- and dual-task gait (instrumented normal and tandem walks, counting task), lower limb strength and transitional movement (instrumented Five Times Sit-to-Stand test, 5xSTS), and static postural control (instrumented sway tests). In-game performance (time-to-complete) was recorded. Enjoyment was assessed via the Flow Short Scale (FKS), Physical Activity Enjoyment Scale (PACES-S) and adaptations, and Exergame Enjoyment Questionnaire (EEQ). Meaningfulness was assessed via the Activities-specific Balance Confidence Scales (ABC-6, ABC-8) and custom questions on perceived safety, fear of falling, daily-life integration, emotional challenges, and perceived effectiveness for fall prevention.<\/jats:p><\/jats:sec><jats:sec><jats:title>Results<\/jats:title><jats:p>Data from 32 participants (16 intervention, age = 70.00 \u00b1 3.33 years; 16 control, age = 68.38 \u00b1 5.54 years) were analyzed. Significant improvements were found in walking gait speed (<jats:italic>p<\/jats:italic> = 0.019) and tandem gait speed (<jats:italic>p<\/jats:italic> = 0.032). Under dual-task conditions, only tandem gait speed improved significantly (<jats:italic>p<\/jats:italic> = 0.022). 5xSTS showed a significant interaction for total duration (<jats:italic>p<\/jats:italic> = 0.023), while postural sway demonstrated non-significant improvement trends. In-game station completion time improved significantly in 5 of 6 sets (<jats:italic>p<\/jats:italic> &amp;lt; 0.05). Enjoyment remained high or increased, and meaningfulness was supported by positive trends in ABC-6 (<jats:italic>p<\/jats:italic> = 0.094) and significant gains for ABC-8 (<jats:italic>p<\/jats:italic> = 0.026). Custom questions further supported these findings.<\/jats:p><\/jats:sec><jats:sec><jats:title>Conclusion<\/jats:title><jats:p>This study suggests that EXploVR is effective and enjoyable while fostering meaningfulness. Further research with larger samples and extended interventions is needed to confirm long-term effects and daily-life transfer.<\/jats:p><\/jats:sec>","DOI":"10.3389\/fpsyg.2025.1610377","type":"journal-article","created":{"date-parts":[[2025,6,11]],"date-time":"2025-06-11T12:10:36Z","timestamp":1749643836000},"update-policy":"https:\/\/doi.org\/10.3389\/crossmark-policy","source":"Crossref","is-referenced-by-count":3,"title":["Effectiveness, enjoyment, and meaningfulness of a virtual reality gait-based fall prevention exergame in community-dwelling healthy older adults: an interdisciplinary pilot study"],"prefix":"10.3389","volume":"16","author":[{"given":"Celina","family":"Ciemer","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Nadja","family":"Schott","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Thomas J\u00fcrgen","family":"Klotzbier","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Sabiha","family":"Ghellal","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1965","published-online":{"date-parts":[[2025,6,3]]},"reference":[{"key":"B1","doi-asserted-by":"publisher","first-page":"102370","DOI":"10.1016\/j.ijhcs.2019.102370","article-title":"Development and validation of the player experience inventory: a scale to measure player experiences at the level of functional and psychosocial consequences","volume":"135","author":"Abeele","year":"2020","journal-title":"Int. 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