RemoteChess: Enhancing Older Adults' Social Connectedness via Designing a Virtual Reality Chinese Chess (Xiangqi) Community
Qianjie Wei, Xiaoying Wei, Yiqi Liang, Fan Lin, Nuonan Si, Mingming Fan
TL;DR
This study investigates whether a VR community built around a culturally meaningful activity can enhance social connectedness among older adults. It combines an elicitation formative study, a two-scene VR design (Cultural Corridor and Chess Table) with asymmetric roles, and a user study (n=18) to evaluate social connectedness and interaction using SUS, SCS, and interaction metrics. Key findings show increased comfort with others and greater engagement in the Chess Table scene, with design guidelines emphasizing familiar settings, multiple engagement levels, and social catalysts. The work advances elder-centered VR design by demonstrating how culture and shared activities can foster remote social bonds and well-being.
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.
