scholarly journals Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults

2019 ◽  
Vol 100 (10) ◽  
pp. e84
Author(s):  
Namrata Grampurohit ◽  
Sara Benham
2018 ◽  
Vol 39 (2) ◽  
pp. 90-96 ◽  
Author(s):  
Sara Benham ◽  
Minhee Kang ◽  
Namrata Grampurohit

Immersive virtual reality (VR) can provide a high level of engagement and distraction analgesia to address pain. However, community-based applications of this technology for older adults have not been studied. The objective of this study was to examine the applicability and effectiveness of an immersive VR intervention for pain, depression, and quality of life (QOL) in older adults. This pretest–posttest, mixed-methods design included senior center members ( n = 12) with pain that interfered with daily functioning. The outcomes included the Numeric Pain Rating Scale, Patient-Reported Outcomes Measurement Information System (PROMIS®) depression scale, World Health Organization Quality of Life Scale Brief Version (WHO QOL-BREF), and open-ended questions. The VR intervention (15- to 45-min sessions, 12 sessions over 6 weeks) was well accepted with no dropouts. There was a significant decrease in pain ( p = .002, d = −1.54) with no effect on depression and QOL. There were no adverse effects, and positive perceptions of VR were reported. The 6-week immersive VR intervention was applicable and effective in reducing pain intensity for community-dwelling older adults.


Healthcare ◽  
2021 ◽  
Vol 9 (7) ◽  
pp. 814
Author(s):  
Na-Kyoung Hwang ◽  
Jong-Bae Choi ◽  
Dae-Kil Choi ◽  
Jae-Min Park ◽  
Chang-Wan Hong ◽  
...  

This study aimed to investigate the effects of semi-immersive virtual reality-based cognitive training (VRCT) combined with locomotor activity on cognitive function, balance, and gait ability in older adults. Eighteen community-dwelling older adults participated in this study. Subjects who met the selection criteria were assigned to an experimental group (n = 9) and a control group (n = 9). The experimental group received VRCT combined with locomotor activity for 30 min a day, three times a week, for 6 weeks. The control group received tabletop activity-based cognitive training for the same amount of time. Before and after the training, the Korean Mini-Mental State Examination (K-MMSE), Trail Making Test (TMT; A and B), and Digit Span Test (DST; forward and backward) were used to evaluate cognitive function; and the Timed Up and Go (TUG) test and 10-m Walking Test (10MWT) were used to evaluate the improvement in the balance and gait ability parameters. After the intervention, the experimental group showed a significantly greater improvement in the TMT-A (p = 0.045) and DST-backward (p = 0.012) scores compared with the control group. Regarding the gait ability variable, the experimental group showed a significant improvement in the 10MWT test (p = 0.001). This study confirmed that semi-immersive VRCT combined with locomotor activity is useful for improving cognitive function and gait ability in older adults. Therefore, VRCT combined with locomotor activity can be used as a simultaneous intervention for cognitive rehabilitation and functional capacity improvement in older adults.


2021 ◽  
Vol 26 (4) ◽  
pp. 196-198
Author(s):  
James Edward Hill ◽  
Joanna Harrison ◽  
Catherine Harris ◽  
Jacqueline Twamley

2019 ◽  
Author(s):  
Gordana Dermody ◽  
Lisa Whitehead ◽  
Graham Wilson ◽  
Courtney Glass

BACKGROUND Virtual reality (VR) delivered through immersive headsets creates an opportunity to deliver interventions to improve physical, mental, and psychosocial health outcomes. VR app studies with older adults have primarily focused on rehabilitation and physical function including gait, balance, fall prevention, pain management, and cognition. Several systematic reviews have previously been conducted, but much of the extant literature is focused on rehabilitation or other institutional settings, and little is known about the effectiveness of VR apps using immersive headsets to target health outcomes among community-dwelling older adults. OBJECTIVE The objective of this review was to evaluate the effectiveness of VR apps delivered using commercially available immersive headsets to improve physical, mental, or psychosocial health outcomes in community-dwelling older adults. METHODS Peer-reviewed publications that included community-dwelling older adults aged ≥60 years residing in residential aged care settings and nursing homes were included. This systematic review was conducted in accordance with the Joanna Briggs Institute (JBI) methodology for systematic reviews of effectiveness evidence. The title of this review was registered with JBI, and the systematic review protocol was registered with the International Prospective Register of Systematic Reviews. RESULTS In total, 7 studies that specifically included community-dwelling older adults were included in this review. VR apps using a head-mounted display led to improvements in a number of health outcomes, including pain management, posture, cognitive functioning specifically related to Alzheimer disease, and a decreased risk of falls. A total of 6 studies reported a statistically significant difference post VR intervention, and 1 study reported an improvement in cognitive function to reduce navigational errors. Only one study reported on the usability and acceptability of the interventions delivered through VR. While one study used a distraction mechanism for pain management, none of the studies used gaming technology to promote enjoyment. CONCLUSIONS Interventions to improve health outcomes through VR have demonstrated potential; however, the ability to synthesize findings by primary outcome for the older adult population is not possible. A number of factors, especially related to frailty, usability, and acceptability, also need to be explored before more substantial recommendations on the effectiveness of VR interventions for older adults can be made. CLINICALTRIAL PROSPERO CRD42019143504; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=143504


2017 ◽  
Vol 25 (4) ◽  
pp. 621-627 ◽  
Author(s):  
Yongwoo Lee ◽  
Wonjae Choi ◽  
Kyeongjin Lee ◽  
Changho Song ◽  
Seungwon Lee

Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.


2021 ◽  
Author(s):  
Ching-Chih Fan ◽  
Cheuk-Sing Choy ◽  
Chiu-Mieh Huang ◽  
Po-Sheng Chih ◽  
Chia-Chiang Lee ◽  
...  

Abstract Background: Aging societies are of public health concern worldwide. It is critical to develop strategies that harness technology to enhance older adults’ mental health.Methods: This study aimed to explore the effects of a combination of 3D virtual reality (VR) and hands-on horticultural activities on the mental health of community-dwelling older adults. The study used a quasi-experimental design. A total of 62 community-dwelling older adults were recruited and assigned to the experimental (n=32) and comparison groups (n=30). The members of the experimental group participated in an 8-week intervention program. Participants of both groups completed before-and-after intervention measurements for outcome variables that included perceived self-esteem, depression, isolation, mastery and achievement motives, which were analyzed using the generalized estimating equation (GEE). Results: GEE analyses indicated that the experimental group showed significant post intervention improvements in scores for self-esteem (β=1.66, P= .015), isolation (β=-0.96, P= .008), mastery (β=1.04, P= .042), and achievement motives (β=1.30, P=.034) compared to the control group.Conclusions: This study found beneficial effects of a combination of three-dimensional virtual reality and hands-on horticultural activities on community-dwelling older adults’ mental health. These findings suggest that future implementations of this program on a large scale could improve the mental health of older adults. Trial Registration: The study was posted in the www.clinicaltrials.gov (NCT05087654) on 21/10/2021. It was approved by the Institutional Review Board of En Chu Kong Hospital and performed in accordance with the Declaration of Helsinki.


2021 ◽  
Author(s):  
Ching-Chih Fan ◽  
Cheuk-Sing Choy ◽  
Chiu-Mieh Huang ◽  
Po-Sheng Chih ◽  
Chia-Chiang Lee ◽  
...  

BACKGROUND Aging societies are of public health concern worldwide. It is critical to develop strategies that harness technology to enhance older adults’ mental health. OBJECTIVE This study aimed to explore the effects of a combination of 3D virtual reality (VR) and hands-on horticultural activities on the mental health of community-dwelling older adults. METHODS The study used a quasi-experimental design. A total of 62 community-dwelling older adults were recruited and assigned to the experimental (n=32) and comparison groups (n=30). The members of the experimental group participated in an 8-week intervention program. Participants of both groups completed before-and-after intervention measurements for outcome variables that included perceived self-esteem, depression, isolation, mastery and achievement motives, which were analyzed using the generalized estimating equation (GEE). RESULTS GEE analyses indicated that the experimental group showed significant post intervention improvements in scores for self-esteem (β=1.66, P= .015), isolation (β=-0.96, P= .008), mastery (β=1.04, P= .042), and achievement motives (β=1.30, P=.034) compared to the control group. CONCLUSIONS This study found beneficial effects of a combination of three-dimensional virtual reality and hands-on horticultural activities on community-dwelling older adults’ mental health. These findings suggest that future implementations of this program on a large scale could improve the mental health of older adults. CLINICALTRIAL The study was approved from the Research Ethics Review Committee of En Chu Kong Hospital (Registration number: ECKIRB1090503).


10.2196/17331 ◽  
2020 ◽  
Vol 22 (6) ◽  
pp. e17331 ◽  
Author(s):  
Gordana Dermody ◽  
Lisa Whitehead ◽  
Graham Wilson ◽  
Courtney Glass

Background Virtual reality (VR) delivered through immersive headsets creates an opportunity to deliver interventions to improve physical, mental, and psychosocial health outcomes. VR app studies with older adults have primarily focused on rehabilitation and physical function including gait, balance, fall prevention, pain management, and cognition. Several systematic reviews have previously been conducted, but much of the extant literature is focused on rehabilitation or other institutional settings, and little is known about the effectiveness of VR apps using immersive headsets to target health outcomes among community-dwelling older adults. Objective The objective of this review was to evaluate the effectiveness of VR apps delivered using commercially available immersive headsets to improve physical, mental, or psychosocial health outcomes in community-dwelling older adults. Methods Peer-reviewed publications that included community-dwelling older adults aged ≥60 years residing in residential aged care settings and nursing homes were included. This systematic review was conducted in accordance with the Joanna Briggs Institute (JBI) methodology for systematic reviews of effectiveness evidence. The title of this review was registered with JBI, and the systematic review protocol was registered with the International Prospective Register of Systematic Reviews. Results In total, 7 studies that specifically included community-dwelling older adults were included in this review. VR apps using a head-mounted display led to improvements in a number of health outcomes, including pain management, posture, cognitive functioning specifically related to Alzheimer disease, and a decreased risk of falls. A total of 6 studies reported a statistically significant difference post VR intervention, and 1 study reported an improvement in cognitive function to reduce navigational errors. Only one study reported on the usability and acceptability of the interventions delivered through VR. While one study used a distraction mechanism for pain management, none of the studies used gaming technology to promote enjoyment. Conclusions Interventions to improve health outcomes through VR have demonstrated potential; however, the ability to synthesize findings by primary outcome for the older adult population is not possible. A number of factors, especially related to frailty, usability, and acceptability, also need to be explored before more substantial recommendations on the effectiveness of VR interventions for older adults can be made. Trial Registration PROSPERO CRD42019143504; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=143504


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