## 6 Discussion  
### Universal UTAUT Constructs  
Overall, older adults were receptive to the immersive exergame via virtual reality technology, finding it easy to understand, and none of the participants reported incomprehension of the mechanics of the exergame. Participants reported that they believed immersive exergames would provide them with health benefits and increase their confidence in exercising after regular usage. Regarding perceived physical safety, surprisingly, all older adults reported feeling in a very safe physical environment and self-perceived being very reassured about their physical health, with their bodies feeling very pleasant and relaxed. This may be related to the fact that the participants in the study had more contact experience with the technology than those in the previous study. All participants reported using smart mobile devices, and five interviewees mentioned during the interviews that they had prior experience playing computer games. On the other hand, the crowd surrounding and voice during the exercise may have had some emotional as well as environmental ambiance stimulation and influence on the participants. Seated exercise users had a higher perceived sense of security than standing exercise users but brought significantly lower performance expectancy to the immersive exergame. However, some methodological issues need to be discussed before the results can be interpreted. The number of subjects was small, so we must be careful in interpreting the results. In this sense, these analyses are only exploratory and need to be confirmed in future, more convincing studies. In this study, we applied the UTAUT model to test the acceptance factors of older adults performing immersive exercises with virtual reality technology and tested the effects of different exercise postures--sitting and standing--on various structures in the model. Also, perceived physical safety was tested and examined as an extension of the structures in the UTAUT model in this project. Figure 3: Path analysis and _t_-test results of PP, PPS, PE, and PE of IEG among older adults. Notes. (\({}^{\star}\)_p_ < 0.05, **_p_ < 0.01). The majority of participants reported finding the immersive exergame to be very easy, and general scores on the EE were shown to be high. This may be related to the choice of game and the fact that one researcher performed VR assistance during the experience. The study found that the older seniors reported immersive exergames as simple and easy to understand, which may be related to their prerequisite perception. Computer anxiety and mental fear of 3D experience have been investigated in many studies [62; 63]. Before testing, senior older adults perceived exercising with virtual reality technology to be complex; however, in the post-test, they reported the immersive exergame to be much simpler than they assumed it would be. This may be the probable reason why older adults came up with the result that immersive exercise was so simple. This is in contrast to feedback from other virtual reality games that do not use exercise as a benefit, where older adults in more narrative and task-exploration types of game interactions were less responsive and understanding than younger participants [64]. During the interviews introducing immersive technology, half of the participants expressed concerns about their ability to understand and use VR. 'I'm not sure if I can figure out how to use it'. Therefore, the ease of comprehension of the immersive exergame may not be a barrier to future immersive exercise acceptance among older adults. PE of IEG has a positive influence on older adults' intention to use IEG. Most older adults believe that IEG can help them build stronger muscles. While seated participants also recognize the benefits of IEG for improving balance and mobility, their ratings are lower compared to those of standing participants. Nevertheless, in terms of intention to use, regular use and health-related intentions scored lower than other items.