Immersive Technologies for the Elderly: Theoretical Assumptions and Potential

Authors

  • Silvia Zanazzi University of Salerno
  • Silvia Coppola University of Salerno

DOI:

https://doi.org/10.6093/2284-0184/7630

Keywords:

lifelong lifewide learning; inclusion; elderly; serious game; immersive technology.

Abstract

The demographic changes that characterize our time have led to the growth in the number of active elderly people. The third age today is seen as an age of development, of which learning is a living and constitutive dimension. The article, after outlining the characteristics of the elderly from the point of view of learning and the biological, psychological and social changes characteristic of aging, explores, starting from the results of empirical research, the potential role of immersive technologies in training contexts aimed at the elderly population. In relation to the results of the studies present in the literature on the theme of immersive technologies for the training of cognitive skills in the elderly population, and to the pedagogical and neuroscientific theories on which the assumptions for the design of immersive virtual games are based, the potential for the use of these technologies to facilitate accessibility to the cultural heritage by the elderly population is highlighted.

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Published

2021-01-15

Issue

Section

Brain Education Cognition