A Preliminary Study on the Development of a Virtual Reality-Based Financial Decision-Making Training Tool for Investment Trusts: Usability and Acceptability Among Community-Dwelling Healthy Older People.

Yuka Kato, Masami Hiyama, Nozomu Oya, Jin Narumoto
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Abstract

Background: As global population ages, financial gerontology is becoming increasingly important in supporting older adults' financial decision-making. The decline in the real asset value of financial assets driven by inflation and social security reforms necessitates investment strategies beyond traditional savings. However, age-related cognitive decline can impair financial decision-making capacity, highlighting the need for effective interventions. Virtual reality (VR)-based training appears promising in enhancing cognitive function, making it an engaging tool for financial education. This study aimed to evaluate the usability and acceptability of a VR-based financial decision-making training tool for investment trust among community-dwelling older adults.

Methods: Twenty-eight cognitively healthy older adults (≥ 60 years, Japanese version of the Montreal Cognitive Assessment ≥ 26) participated in a usability study using the Oculus Quest 2. The VR training involved interacting with an avatar that explained investment trust and answered decision-making quizzes. Usability and acceptability were assessed using a System Usability Scale, a Simulator Sickness Questionnaire, Likert-scale ratings on content clarity and content analysis of open-ended responses.

Results: The median training session lasted 21.8 min, and most participants (89.3%) completed the task with minimal or no support. The System Usability Scale score was 63.8, slightly below the usability benchmark, whereas Simulator Sickness Questionnaire scores indicated minimal VR-induced discomfort (overall score: median 3.7). Content analysis revealed three major strengths-cognitive support, emotional engagement and learner autonomy-and four key challenges including interface usability, content difficulty, physical comfort, and auditory pacing.

Conclusions: This preliminary study suggests that VR-based financial decision-making training is a promising tool for financial education in older adults, as it may reduce psychological barriers to financial learning. However, improvements in usability, including intuitive and interactive feedback, are required. Future studies should explore the long-term impact of VR training on financial decision-making, potential adaptations for vulnerable populations, and its role within hybrid financial education programs.

基于虚拟现实的投资信托财务决策培训工具开发的初步研究:社区居住健康老年人的可用性和可接受性
背景:随着全球人口老龄化,金融老年学在支持老年人财务决策方面变得越来越重要。通货膨胀和社会保障改革导致金融资产的实际资产价值下降,这需要超越传统储蓄的投资策略。然而,与年龄相关的认知能力下降会损害财务决策能力,因此需要有效的干预措施。基于虚拟现实(VR)的培训似乎有希望增强认知功能,使其成为金融教育的一个有吸引力的工具。本研究旨在评估基于虚拟现实的投资信任财务决策培训工具在社区居住老年人中的可用性和可接受性。方法:28名认知健康的老年人(≥60岁,日文版蒙特利尔认知评估≥26)使用Oculus Quest 2进行可用性研究。虚拟现实培训包括与虚拟化身互动,虚拟化身解释投资信托并回答决策测试。可用性和可接受性使用系统可用性量表、模拟器疾病问卷、李克特量表对内容清晰度和开放式回答的内容分析进行评估。结果:平均训练时间为21.8分钟,大多数参与者(89.3%)在很少或没有支持的情况下完成了任务。系统可用性量表得分为63.8,略低于可用性基准,而模拟器疾病问卷得分表明vr引起的不适最小(总分:中位数3.7)。内容分析揭示了三个主要优势——认知支持、情感参与和学习者自主——以及四个关键挑战,包括界面可用性、内容难度、身体舒适度和听觉节奏。结论:本初步研究表明,基于虚拟现实的理财决策培训是一种很有前景的老年人理财教育工具,因为它可以减少老年人理财学习的心理障碍。但是,需要改进可用性,包括直观和交互式反馈。未来的研究应该探索虚拟现实培训对金融决策的长期影响,对弱势群体的潜在适应,以及它在混合金融教育计划中的作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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