Immersive virtual reality as physical therapy in older adults: present or future (systematic review)

2021 ◽  
Author(s):  
Pablo Campo-Prieto ◽  
José María Cancela ◽  
Gustavo Rodríguez-Fuentes
2021 ◽  
Author(s):  
David Healy ◽  
Aisling Flynn ◽  
Owen Conlan ◽  
Jenny McSharry ◽  
Jane Walsh

BACKGROUND Immersive virtual reality (IVR) can be defined as fully computer-generated environments that are displayed through a head-mounted display. Existing research suggests that key features of IVR can assist older adults in their everyday lives–providing opportunities in health promotion and tackling social isolation and loneliness. There has been a surge in the number of qualitative studies exploring older adults’ experiences and perceptions of IVR. However, there has been no systematic synthesis of these studies to inform the design of new, more accessible IVR technologies. OBJECTIVE The objective of this study was to systematically review and synthesize qualitative studies exploring older adults’ experiences and perceptions of IVR. METHODS A systematic review and thematic synthesis was conducted following the ENTREQ guidelines. Two reviewers completed title and abstract screening, full-text screening, data extraction and quality appraisal. Thematic synthesis is derived from the qualitative method, thematic analysis. It involves three key steps: initial coding and grouping of these codes, the formation of descriptive themes from these codes and finally, going beyond the data to form novel insights and theories known as analytical themes. Confidence in the evidence was assessed using the GRADE-CERQual approach. RESULTS Thirteen studies were included in the final synthesis, consisting of 224 participants ranging across nine countries and five continents. Confidence in the evidence ranged from high to moderate. Four descriptive themes were generated: (1) facilitating IVR interactions, (2) experiencing unique features of IVR, (3) perceptions of IVR and (4) accounts of agency in IVR. The findings from the descriptive themes suggested that there are several improvements that need to be made to existing IVR devices to greater facilitate older adults’ use of this technology. However, despite this, older adults’ responses to IVR were generally positive. Three analytical themes were then generated: (1) tolerating the bad to experience the good, (2) buying in to IVR: don’t judge a book by its cover and (3) “it proves to me I can do it”. The analytical themes illustrated that older adults were willing to tolerate discomforts that accompany existing IVR technologies to experience features such as immersive social networking experiences, there was a discrepancy between older adults’ perceptions of IVR prior to use–which were generally negative–and after use–which were generally positive–and, IVR provided a platform for older adults to access certain activities and environments more easily than in the real world due to limitations caused by ageing. CONCLUSIONS This review highlights the need to overcome initial negative views of IVR and perceived barriers to use by emphasizing the unique ability of IVR to increase older adults’ agency through features such as presence, immersion, and embodiment, which in turn offer new opportunities to take part in meaningful activities tailored to their needs and preferences. INTERNATIONAL REGISTERED REPORT RR2-10.1177%2F16094069211009682


2021 ◽  
Vol 20 ◽  
pp. 160940692110096
Author(s):  
David Healy ◽  
Aisling Flynn ◽  
Owen Conlan ◽  
Jenny McSharry ◽  
Jane Walsh

Background: In the current digital age, new opportunities arise to support healthy ageing in older adults as frailty and immobility become more prominent. Immersive virtual reality, which can be defined as a fully computer-generated environment that is displayed through a headmounted display, is one of these technologies. Recently, there has been an increase in the number of qualitative studies exploring the potential for immersive virtual reality in assisting older adults—providing opportunities in health promotion and tackling social isolation and loneliness. With this in mind, the current review aims to explore the following research questions: (1) What are older adults’ experiences and perceptions of immersive virtual reality? (2) What are the specific barriers and facilitators to older adults’ use of immersive virtual reality? (3) Do older adults find immersive virtual reality acceptable? The objective of the current study is to systematically review and synthesize qualitative data exploring older adults’ experiences and perceptions of immersive virtual reality. Methods: A systematic review and thematic synthesis will be conducted. Two reviewers will complete title and abstract screening, full-text screening and, data extraction and quality appraisal. A thematic synthesis will be conducted by the lead author, after which the research team and other key stakeholders will discuss the findings and make any necessary changes. Thematic synthesis is derived from the qualitative method, thematic analysis. It involves three key steps: initial coding and grouping of these codes, the formation of descriptive themes from these codes and finally, going beyond the data to form novel insights and theories known as analytical themes. The following protocol has been written following the Preferred Reporting Items for Systematic review and Meta-Analysis Protocols (PRISMA-P) guidelines.


IEEE Access ◽  
2021 ◽  
Vol 9 ◽  
pp. 48952-48962
Author(s):  
Bruno Peixoto ◽  
Rafael Pinto ◽  
Miguel Melo ◽  
Luciana Cabral ◽  
Maximino Bessa

2021 ◽  
Author(s):  
Lauren Baron ◽  
Qile Wang ◽  
Sydney Segear ◽  
Brian A Cohn ◽  
Kangsoo Kim ◽  
...  

2021 ◽  
Vol 14 (3) ◽  
pp. 1-30
Author(s):  
Vero Vanden Abeele ◽  
Brenda Schraepen ◽  
Hanne Huygelier ◽  
Celine Gillebert ◽  
Kathrin Gerling ◽  
...  

Despite the proliferation of research on immersive virtual reality (IVR) technologies for older adults, comprehensive guidelines on designing immersive and engaging VR for older adults remain sparse. Therefore, we first compounded 67 guidelines based on published literature. Next, to empirically ground these design recommendations, we provided 37 older adults of diverse ages, education levels, and cognitive abilities with a first VR experience. Analyzing interviews with the 37 older adults via the Laddering method, we found that they generally reported positive experiences with their first VR exposure. With these deepened insights, we reflect on, nuance, and contextualize existing design guidelines, and formulate points to bear in mind when designing accessible and engaging VR experiences for older persons.


2021 ◽  
Vol 268 ◽  
pp. 40-58
Author(s):  
Randi Q. Mao ◽  
Lucy Lan ◽  
Jeffrey Kay ◽  
Ryan Lohre ◽  
Olufemi R. Ayeni ◽  
...  

2017 ◽  
Vol 30 (2) ◽  
pp. 79-89 ◽  
Author(s):  
Sophie Melissa Clare Davison ◽  
Catherine Deeprose ◽  
Sylvia Terbeck

ObjectiveThis study investigated immersive virtual reality (IVR), as a novel technique to test executive function of healthy younger and older adults. We predicted IVR tasks to have greater predictive power than traditional measures when assessing age-related cognitive functioning due to the real-world validity of the tasks.MethodsParticipants (n=40) completed the Stroop colour–word test and the trail-making test (TMT) as traditional and commonly used assessments of executive functioning. Participants then completed three IVR tasks; a seating arrangement task, an item location task (both set in a virtual chemistry lab), and a virtual parking simulator.ResultsYounger adults completed significantly more parking simulator levels (p<0.001), placed significantly more objects (p<0.001), and located significantly more items than older adults (p<0.01), demonstrating higher levels of performance. Significant correlations were found between performance on traditional neuropsychological measures and IVR measures. For example, Stroop CW performance significantly correlated with the number of parking simulator levels completed (τ=0.43, p<0.01). This suggests that IVR measures assess the same underlying cognitive constructs as traditional tasks. In addition, IVR measures contributed a significant percentage of the explained variance in age.ConclusionIVR measures (i.e. number of parking simulator levels completed and number of objects placed in the seating arrangement task) were found to be stronger contributors than existing traditional neuropsychological tasks in predicting age-related cognitive decline. Future research should investigate the implementation of these real-world-based tasks in clinical groups given this promising initial work.


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