Aging populations have become common a social issue. Physical senescence leads to illnesses
and declining physical functions, which render one’s limbs frail. Care facilities focus on delivering
functional care and often neglect older adults’ psychological well-being and social needs. The
leisure activities in which the older adults participate are mostly sedentary and devoted to static
gameplay and treatment. In order to improve activity and mental health, the present study
proposed interactive virtual reality (VR) games as an alternative form of leisure for the older adults
living at care facilities and used an extended technology acceptance model to analyse their
attitudes toward playing VR games and intention. We used structural equation modelling (SEM) to
validate the proposed model and hypotheses. The results of this study showed that VR games’
perceived sociability, perceived ease of use and perceived benefits can to encourage interpersonal
interactions in which they discuss the particulars of these leisure entertaining activities and can
decelerate older adults’ physical degeneration. Academic and practical implications from the
findings are discussed at the end of this paper.