## 4 Discussion
### Multiple Health Goals: Integrating Physical and Cognitive Wellness  
VR technology has demonstrated significant potential in research on the health and well-being of older adults, especially in areas like improving physical function, enhancing cognitive abilities, promoting mental health, and strengthening social interactions. This discussion aims to address the research question: How can VR technology achieve multiple health goals for older adults? In the following paragraphs, we will first provide an overview of VR's positive effects on elderly health, then analyze selected studies on the applications of VR games and virtual environments, and explore how these applications effectively support multifaceted health interventions. Firstly, improvements in physical functioning are a key theme in these studies. However, while Physical and Cognitive Training Theories (PCTIs) emphasize that games combining physical and cognitive exercises can enhance cognitive abilities and balance in older adults [27], current studies have generally not explored the applicability of different training intensities for older adults with varying physical and cognitive levels. Existing research indicates that engaging in these games can improve motor skills, reaction time, and mental health in older adults, with noted improvements in balance, gait, and muscle strength. For instance, [PERSON] et al. [20] examined the effects of physical exercise through VR exergames and found that balance and lower limb strength were significantly enhanced after completing physical tasks in a virtual environment. Similarly, the study by [PERSON] and [PERSON] [16] focused on fine motor skill training, where participants showed significant improvements in hand movement coordination and stability after completing tasks in VR. [PERSON] et al. [25] validated the effectiveness of VR in improving balance in older adults through a VR balance training program, with results showing significant improvements in balance test scores and a reduced risk of falls following the virtual tasks. Despite these promising results, studies have not comprehensively examined the long-term adaptability of older adults in VR training and the lasting effects on fall prevention. Future research should focus on refining feedback mechanisms within VR training to meet the needs of older adults with varying physical and cognitive abilities, ensuring safety and broad applicability of this training approach. Second, enhancing cognitive function is another important application area of VR in health interventions for older adults. While Task Performance and Learning Theory (TP&L) indicates that users' learning and task execution abilities are significantly enhanced through immersive experiences and interactive feedback [28], there are still shortcomings in the types and frequency of feedback currently utilized in research. This theory also suggests that timely tactile or visual feedback can improve execution accuracy in complex tasks. The study by [PERSON] et al. [26] specifically designed a multitasking VR game that combined cognitive training and physical activity, requiring participants to perform not only physical actions but also memory and attention tasks while engaged in virtual tasks. However, existing research has not deeply explored the specific impacts of different types of feedback on various cognitive tasks, which could limit the optimization of outcomes. The results indicated that participants' working memory, reaction time, and decision-making abilities improved significantly by the end of the experiment. Similarly, [PERSON] et al. [22] developed a \"virtual shopping\" memory task and showed that older adults engaged in this memory task within a virtual environment not only exhibited high levels of motivation but also outperformed traditional memory tests. Nonetheless, these studies generally lack a systematic evaluation of the virtual environment design, particularly concerning task difficulty and user capability matching, which may affect the effectiveness of cognitive training.