## 3 Methodology
### Evaluation Framework  
We developed the evaluation framework by analyzing components of VR and AR through the contextual analysis and extracting factors to observe ways in which each application is used for older adults and the related effects on their life (Table 2). We identified the critical factors of VR and AR focused on promoting their wellbeing. Wellbeing is the experience of health, happiness, and social interactions. Many immersive technologies are developed to serve older adults' needs and facilitate ease of living and happiness for this population. The categories for evaluation framework were mostly in three divisions: physical, social, and psychological wellbeing.  
\begin{table}
\begin{tabular}{c c c} \hline \hline
**Category** & **Factors** & **Clarification** \\ \hline \multirow{6}{*}{Physical Wellbeing} & Motivation & Encouraging and engaging older adults so that they have interest in, and concern for, physical activities \\  & Training & Training to perform physical activities that older adults are reluctant to do because of their risks/or increasing fundamental physical strength \\ \cline{1-1}  & Reminder & Providing virtual information that is helpful for health of older adults in various ways, in real time and constantly \\ \cline{1-1} \cline{2-3}  & Accessibility & Good accessibility for older adults to use AR or VR technologies/or minimizing physical difficulties that incidentally occur while older adults use the system \\ \cline{1-1} \cline{2-3}  & & \\ \cline{1-1} \cline{2-3}  & & \\ \cline{1-1} \cline{2-3}  & & \\ \cline{1-1} \cline{2-3}  & & \\ \cline{1-1} \cline{2-3}  & & \\ \hline \hline \end{tabular}
\end{table}
Table 2: An evaluation framework of AR and VR, focusing on promoting wellbeing of older adults.  
Through the contextual analysis, we found that several studies have indicated that VR and AR show promise in treating pain, training for physical ability, motivating and encouraging for physical exercise, and reminding about medication to improve the functioning of the body. Many studies highlighted that the incorporation of the smartphone into the technology makes VR and AR accessible and relatively cheap. The critical factors were for enhancing physical wellbeing: motivation, training, reminding, and accessibility. In addition, AR and VR have been widely used to decrease feelings of loneliness and depression by allowing users to participate in social activities and interact with others remotely in the virtual environment. Socialization, which is crucial for older adults, has a positive impact on their mental and physical health, and we identified subcategories for supporting social wellbeing: remote participation, virtual interaction, emotional relationship, and community services. VR and AR also enable older users to have good user experiences, and thus develop positive mental states, by providing fun gaming experiences and enabling them to be independent. VR and AR allow older adults to not only practice daily activities but also give them an opportunity to have unusual experiences. The critical factors for promoting psychological wellbeing include positive emotions, virtual content, independence, and environmental mastery. The evaluation framework for AR and VR for older adults enabled a critical review of selected papers.