Prof. LAU Kung Wong, NickNickProf. LAU Kung Wong2026-01-162026-01-162025Immersive Media and User Experience, 2025, vol. 1, pp. 1-13.2978-8811http://hdl.handle.net/20.500.11861/26416Open accessThe engagement of older adults in Stimulated Physical Exercise Games within the Metaverse (SPEGM) presents a promising avenue for promoting physical health and enhancing psychological well-being. This study contributes to foundational knowledge by exploring how perceived physical risks in immersive gameplay environments may influence older adults’ intentions and expectations regarding participation in SPEGM. Utilizing a quantitative research design with basic descriptive analysis, the study tested eight hypotheses based on 87 valid survey responses. The investigation centered on the Rec Room platform, available via the MetaStore, which hosts a variety of physically immersive games. To minimize potential physical risks—particularly given the participants’ limited familiarity with immersive technologies—a three-minute video demonstration was employed in lieu of direct gameplay. This video illustrated the full gameplay sequence and highlighted key human-computer interaction (HCI) elements. This methodological decision was made to ensure participant safety while still enabling meaningful evaluation of the immersive experience. Findings reveal a notable positive shift in participants’ attitudes and anticipated engagement, largely attributed to increased confidence in their physical safety during gameplay. However, concerns were raised regarding the complexity of HCI, underscoring the importance of intuitive interface design. These results suggest that optimizing HCI for simplicity and accessibility can significantly enhance the safety and enjoyment of SPEGM for older users. Ultimately, the study advocates for the integration of age-friendly interaction design in immersive exercise games to foster more inclusive and engaging experiences for elderly participants.enUser ExperiencesDigital GamesSimulated Physical ExerciseHuman-Computer InteractionImmersive EnvironmentsSimulated physical exercise games in the metaverse (SPEGM) for the elderly: An anticipated perception on in-game human-computer interaction regarding perceived physical riskPeer Reviewed Journal Article