Graf, LindaLiszio, StefanMasuch, MaicAlt, FlorianSchneegass, StefanHornecker, Eva2020-09-162020-09-162020https://dl.gi.de/handle/20.500.12116/34258Age-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates cognitive stimulating tasks, playful elements and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using the technology again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.enmood manipulationcognitive trainingtechnology acceptancepresencevirtual realityusabilitywell-beingPlaying in virtual nature: improving mood of elderly people using VR technologyText/Conference Paper10.1145/3404983.3405507