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Research Summary: Ageing, Digital Literacy, and Interaction Modality in Immer-sive Virtual Reality: Psychomotor Performance, Cognitive Flexibility, and Their Processing-Speed Association

Original authors
Attribution requires verification
Original source
arXiv — Computers and Society
Summary & Analysis prepared by
Aziz Shuaib Ausi
Resource type
Research Summary / Knowledge Resource
Resource published on AZIZ OS
18 September 2026
Reading time
1 min
Publication type
Knowledge Resource
Availability
Open access
About this Summary & Analysis

AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.

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A recent study investigated the impact of age, digital literacy, and virtual reality (VR) interaction modality on psychomotor performance and cognitive flexibility within immersive VR environments. The research, involving 202 adults, found a clear association between age and slower task completion times across various VR interaction methods. While digital literacy did not significantly moderate these age effects, the study highlighted that certain interaction modalities, such as 'controller direct touch,' showed a steeper age-related decline in performance, despite often remaining faster overall.

Why it matters

This research provides crucial insights into the age-related performance variations in immersive VR environments, particularly concerning interaction techniques. Understanding these differences is vital for designing effective VR-based training programs, cognitive assessments, and operational tools that are accessible and efficient across diverse age groups, thereby maximizing the utility and ROI of VR technology investments.

Key insights

  • Age is consistently associated with slower task times across all examined immersive VR interaction modalities.
  • The 'controller direct touch' interaction modality exhibited the steepest relative age gradient, indicating a more pronounced age-related performance decline for this method.
  • Despite the steeper age gradient, 'controller direct touch' remained among the fastest interaction modalities in absolute terms.
  • Digital literacy levels were not found to significantly moderate the age-related performance effects in VR tasks.

Source

arXiv — Computers and Society — https://arxiv.org/abs/2609.20719

Citation

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Verification ID
ASA-EXE-2026-00726
Version
v1.0 · r0
Issued
18 September 2026
Resource prepared by
Aziz Shuaib Ausi
Resource status
Research Summary / Knowledge Resource
Underlying work
Ageing, Digital Literacy, and Interaction Modality in Immer-sive Virtual Reality: Psychomotor Performance, Cognitive Flexibility, and Their Processing-Speed Association
Original authors
Attribution requires verification
Original source
arXiv — Computers and Society
Provenance status
Attribution requires verification
Rights
Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.

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