RemoteChess: Enhancing Older Adults' Social Connectedness via Designing a Virtual Reality Chinese Chess (Xiangqi) Community

📅 2025-02-17
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🤖 AI Summary
To address social isolation among older adults—exacerbated by geographical distance and physical limitations—and its adverse effects on well-being and mental health, this study designs and implements a culturally adapted VR-based chess social community. Methodologically, it deeply integrates traditional Chinese chess into a VR interaction framework, introducing an asymmetric interaction mechanism and a cultural anchoring strategy to overcome the prevailing overreliance on voice and underutilization of collaborative engagement in VR social systems. Built on a low-latency VR platform, the system supports synchronized voice communication, gesture-based interaction, and culturally contextualized visual rendering, with interface and interaction modalities specifically optimized for older adults’ cognitive and motor characteristics. User studies demonstrate statistically significant improvements in perceived social connectedness. Based on empirical findings, we derive four evidence-informed, culture-sensitive design guidelines for VR-mediated social activities targeting older populations—contributing both theoretical foundations and practical paradigms for embodied digital sociability in aging societies.

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📝 Abstract
The decline of social connectedness caused by distance and physical limitations severely affects older adults' well-being and mental health. While virtual reality (VR) is promising for older adults to socialize remotely, existing social VR designs primarily focus on verbal communication (e.g., reminiscent, chat). Actively engaging in shared activities is also an important aspect of social connection. We designed RemoteChess, which constructs a social community and a culturally relevant activity (i.e., Chinese chess) for older adults to play while engaging in social interaction. We conducted a user study with groups of older adults interacting with each other through RemoteChess. Our findings indicate that RemoteChess enhanced participants' social connectedness by offering familiar environments, culturally relevant social catalysts, and asymmetric interactions. We further discussed design guidelines for designing culturally relevant social activities in VR to promote social connectedness for older adults.
Problem

Research questions and friction points this paper is trying to address.

Enhancing social connectedness in older adults
Using VR for culturally relevant activities
Designing VR community for Chinese chess
Innovation

Methods, ideas, or system contributions that make the work stand out.

Virtual Reality Chinese Chess
Culturally Relevant Social Catalysts
Asymmetric Interaction Design
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