Metaverse leisure experiences: implications for seniors in developing countries – a case study

Kimberley Hemmings-Jarrett, Kemoy Plowright, Julian Jarrett · World Leisure Journal · 2025

This case study examined the impact of Metaverse leisure experiences on seniors in a metropolitan community-based organization in Jamaica using a convergent parallel mixed-methods design. It compared the perceived usability of two tiers of virtual reality (VR) leisure experiences through the System Usability Scale (SUS). The tiers demonstrated a combination of low-cost devices with mobile friendly experiences, versus higher cost devices with embedded experiences. In developing countries while cost and accessibility are critical factors to consider, the study found a significantly higher preference for higher-tier options like the Meta Quest 2, which seniors perceived as more usable for travel-based leisure experiences, i.e. virtual travel. Thematic analysis of qualitative data identified factors influencing this preference, including safety, health concerns, technological literacy, social influence. The findings expand on the Senior Technology Acceptance Model (STAM) specifying usage in community based virtual reality experiences. The study highlights that, especially in developing countries like Jamaica who are more subject to the effects of the digital divide, cost-effective Tier 1 devices may not always be the best option for promoting the adoption of virtual reality experiences for older adults. This study contributes by offering evidence useful for community based VR elder programming in developing countries.

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