The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR experiences and movies). The number of freely available training and therapeutic applications is also increasing. Contrary to popular opinion, new technologies are also adopted by older adults. Creating virtual environments tailored to the needs and capabilities of older adults requires intense research on the behaviour of these participants in the most common situations, towards commonly used elements of the virtual environment, in typical sceneries. Comfortable immersion in a virtual environment is key to achieving the impression of presence. Presence is, in turn, necessary to obtain appropriate training, persuasive and therapeutic effects. A virtual agent (a humanoid representation of an algorithm or artificial intelligence) is often an element of the virtual environment interface. Maintaining an appropriate distance to the agent is, therefore, a key parameter for the creator of the VR experience. Older (65+) participants maintain greater distance towards an agent (a young white male) than younger ones (25-35). It may be caused by differences in the level of arousal, but also cultural norms. As a consequence, VR developers are advised to use algorithms that maintain the agent at the appropriate distance, depending on the users age.