Eudaimonic media engagement in virtual reality: Memory, identity, and well-being among older Black adults
DOI:
https://doi.org/10.47989/ir31iConf64204Keywords:
Virtual reality, Older adults, Eudaimonic engagement, Immersive resonance, Restorative reflectionAbstract
Introduction. While virtual reality (VR) is often studied for entertainment, its role in supporting reflection and well-being in later life is underexplored. This exploratory study investigates how older Black adults use VR to engage with personal history, exploring its potential as a restorative technology.
Method. Nine older Black adults who were VR novices engaged with tailored scenarios on an Apple Vision Pro headset. We then conducted semi-structured interviews to explore their reflective experiences.
Analysis. Interview transcripts were analysed using a focused thematic analysis guided by theories of eudaimonic engagement and existential resonance.
Results. The findings show that VR facilitates existential resonance, where generic scenes align with personal values. This turns passive memories into a participatory reliving of the past, described as being ‘in it, not looking at it.’ These resonant encounters were eudaimonically restorative, transforming bittersweet emotions into peace and joy.
Conclusion(s). The study demonstrates that VR can function as a technology of care by facilitating immersive resonance. This process supports restorative reflection with applications in reminiscence therapy and grief support, reframing the medium as a mirror for personal history.
References
Ahn, S. J. (2015). Incorporating immersive virtual environments in health promotion campaigns: A construal level theory approach. Health Communication, 30(6), 545-556.
Carstensen, L. L. (2006). The influence of a sense of time on human development. Science, 312(5782), 1913-1915.
Chirico, A., & Gaggioli, A. (2019). When virtual feels real: Comparing emotional responses and presence in virtual and natural environments. Cyberpsychology, Behavior, and Social Networking, 22(3), 220-226.
Clarke, V., & Braun, V. (2014). Thematic analysis. In Encyclopedia of critical psychology (pp. 1947-1952). Springer.
Cupchik, G. C., Oatley, K., & Vorderer, P. (1998). Emotional effects of reading excerpts from short stories by James Joyce. Poetics, 25(6), 363-377.
Daneels, R., Bowman, N. D., Possler, D., & Mekler, E. D. (2021). The'Eudaimonic Experience': A Scoping Review of the Concept in Digital Games Research. Media and Communication, 9(2), 178-190.
Erikson, E. H., & Erikson, J. M. (1998). The life cycle completed (extended version). WW Norton & Company.
Finnegan, D. J., & Campbell, S. (2023). Tackling Loneliness and Isolation in Older Adults with Virtual Reality: How do We Move Forward? Gerontol Geriatr Med, 9, 23337214231186204. https://doi.org/10.1177/23337214231186204
Fullilove, M. T. (2016). Root shock: How tearing up city neighbourhoods hurts America, and what we can do about it. New Village Press.
Huang, K.-T. (2024). Nostalgia-Driven Design: Creating an Inclusive VR Experience for Older Black Adults. In I. Sserwanga, H. Joho, J. Ma, P. Hansen, D. Wu, M. Koizumi, & A. J. Gilliland, Wisdom, Well-Being, Win-Win Cham.
Huang, K.-T., Wang, Y., Sha, Y., & Nie, X. (2026, January). ‘The closest I could be’: VR-facilitated daydreaming as a tool for experiential justice among older Black adults. Proceedings of the 59th Hawaii International Conference on System Sciences (HICSS).
Huang, Y., Benford, S., Spence, J., & Blake, H. (2024). Exploring effects of a nostalgic storytelling virtual reality experience beyond hedonism. Cyberpsychology, Behavior, and Social Networking, 27(3), 221-226.
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641-661.
Kalantari, S., Xu, T. B., Mostafavi, A., Kim, B., Dilanchian, A., Lee, A., . . . Czaja, S. J. (2023). Using Immersive Virtual Reality to Enhance Social Interaction Among Older Adults: A Cross-Site Investigation. Innovation in Aging, 7(4). https://doi.org/10.1093/geroni/igad031
Lee, I.-j., & Xin-Ting, P. (2024). Multisensory Virtual Reality Reminiscence Therapy: A Preliminary Study on the Initial Impact on Memory and Spatial Judgment Abilities in Older Adults. Human Factors in Virtual Environments and Game Design, 137(137).
Li, R., Li, J., Sun, J., Wu, Z., Li, Z., Wang, Z., . . . Fan, M. (2025). RemVerse: Supporting Reminiscence Activities for Older Adults through AI-Assisted Virtual Reality. arXiv preprint arXiv:2507.13247.
Li, Y., Wilke, C., Shiyanov, I., & Muschalla, B. (2024). Impact of Virtual Reality–Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study [Original Paper]. JMIR Serious Games, 12, e50796. https://doi.org/10.2196/50796
Liao, J., Raney, A. A., Dale, K. R., & Oliver, M. B. (2025). ‘It strikes a chord within me’: a mixed-method exploration of existential resonance in eudaimonic entertainment experiences. Human Communication Research, 51(3), 179-189. https://doi.org/10.1093/hcr/hqaf010
Mao, Q., Zhao, Z., Yu, L., Zhao, Y., & Wang, H. (2024). The Effects of Virtual Reality-Based Reminiscence Therapies for Older Adults with Cognitive Impairment: Systematic Review. J Med Internet Res, 26, e53348. https://doi.org/10.2196/53348
Moore, K., O'Shea, E., Kenny, L., Barton, J., Tedesco, S., Sica, M., . . . Nordström, A. (2021). Older adults’ experiences with using wearable devices: qualitative systematic review and meta-synthesis. Jmir Mhealth and Uhealth, 9(6), e23832.
Oliver, M. B., & Raney, A. A. (2011). Entertainment as pleasurable and meaningful: Identifying hedonic and eudaimonic motivations for entertainment consumption. Journal of communication, 61(5), 984-1004.
Oliver, M. B., Raney, A. A., Slater, M. D., Appel, M., Hartmann, T., Bartsch, A., . . . Mares, M.-L. (2018). Self-transcendent media experiences: Taking meaningful media to a higher level. Journal of communication, 68(2), 380-389.
Ott, J. M., Tan, N. Q., & Slater, M. D. (2021). Eudaimonic media in lived experience: Retrospective responses to eudaimonic vs. non-eudaimonic films. Mass Communication and Society, 24(5), 725-747.
Phelps, A., Wagner, J., & Moger, A. (2020). Experiential depression and anxiety through proceduralised play: A case study of fragile equilibrium. Journal of Games, Self, & Society, 2(1), 104-149.
Riva, G. (2022). 10.06 - Virtual Reality in Clinical Psychology. In G. J. G. Asmundson (Ed.), Comprehensive Clinical Psychology (Second Edition) (pp. 91-105). Elsevier. https://doi.org/https://doi.org/10.1016/B978-0-12-818697-8.00006-6
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549-3557.
Wang, Y., Chen, C., Nelson, M. R., & Sar, S. (2024). Walk in my shoes: How perspective-taking and VR enhance telepresence and empathy in a public service announcement for people experiencing homelessness. New media & society, 26(7), 3931-3950.
Wilding, R., Barbosa Neves, B., Waycott, J., Miller, E., Porter, T., Johnston, J., . . . Caldwell, G. (2024). Introducing virtual reality to older adults: A qualitative analysis of a co-design innovation with care staff. Archives of gerontology and geriatrics, 125, 105505. https://doi.org/https://doi.org/10.1016/j.archger.2024.105505
Woźniak, P. W., Hak, M., Kotova, E., Niess, J., Bentvelzen, M., Weingärtner, H., . . . Karolus, J. (2023). Quantifying meaningful interaction: Developing the eudaimonic technology experience scale. Proceedings of the 2023 ACM Designing Interactive Systems Conference,
Yeh, T. M., Pai, F. Y., & Jeng, M. Y. (2019). The Factors Affecting Older Adults' Intention toward Ongoing Participation in Virtual Reality Leisure Activities. Int J Environ Res Public Health, 16(3). https://doi.org/10.3390/ijerph16030333
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Kuo-Ting (Tim) Huang , Yanyun (Mia) Wang

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
