ArticleJMIR serious games2020
Cognitive Training Using Fully Immersive, Enriched Environment Virtual Reality for Patients With Mild Cognitive Impairment and Mild Dementia: Feasibility and Usability Study.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers.
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Who cites it
21 citing papers in PubMed.
- Comparative effects of some pharmacological and non-pharmacological interventions on cognitive function in Alzheimer's disease: A Bayesian network meta-analysis.The journal of prevention of Alzheimer's disease · 2026Article
- Article
- Reliability and validity of virtual reality box & block test in healthy adults and patients with stroke: a prospective, multi-center, exploratory, cross-sectional study.Journal of neuroengineering and rehabilitation · 2025Article
- Examining Technology Perspectives of Older Adults With Mild Cognitive Impairment: Scoping Review.JMIR aging · 2025Article
- Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study.JMIR serious games · 2025Article
- Effects of Cognitive Training with Virtual Reality in Older Adults: A Systematic Review.Brain sciences · 2025Review
- Virtual and Augmented Reality Games in Dementia Care: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2025Review
- Smart Wearable Technologies for Balance Rehabilitation in Older Adults at Risk of Falls: Scoping Review and Comparative Analysis.JMIR rehabilitation and assistive technologies · 2025Review
- Virtual reality motor sensing exercise in patients with Parkinson's disease: a scoping review.Frontiers in rehabilitation sciences · 2025Review
- Comparing the benefits of Cognitive Stimulation Therapy with an adapted collaborative version on traditional outcomes, loneliness, and socioemotional skills: a pilot study.Frontiers in psychology · 2025Article
- Dementia and Video Games: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2024Review
- Fully immersive virtual reality exergames with dual-task components for patients with Parkinson's disease: a feasibility study.Journal of neuroengineering and rehabilitation · 2023Article
- Evaluation Methods in Clinical Health Technologies: A Systematic Review.Iranian journal of public health · 2023Review
- Rationale and methodology for examining the acute effects of aerobic exercise combined with varying degrees of virtual reality immersion on cognition in persons with TBI.Contemporary clinical trials communications · 2022Article
- The application of technology to improve cognition in older adults: A review and suggestions for future directions.PsyCh journal · 2022Review
- Enhance VR: A Multisensory Approach to Cognitive Training and Monitoring.Frontiers in digital health · 2022Article
- Collaborative and individual learning of geography in immersive virtual reality: An effectiveness study.PloS one · 2022Article
- A Virtual Supermarket Program for the Screening of Mild Cognitive Impairment in Older Adults: Diagnostic Accuracy Study.JMIR serious games · 2021Article
- Virtual Reality (VR)-Based Environmental Enrichment in Older Adults with Mild Cognitive Impairment (MCI) and Mild Dementia.Brain sciences · 2021Article
- A qualitative study on virtual reality and psychosocial needs of residents living with dementia in long-term care.Digital healthArticle
Corrections and comments
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Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundCognitive training using virtual reality (VR) may result in motivational and playful training for patients with mild cognitive impairment and mild dementia. Fully immersive VR sets patients free from external interference and thus encourages patients with cognitive impairment to maintain selective attention. The enriched environment, which refers to a rich and stimulating environment, has a positive effect on cognitive function and mood.
objectiveThe aim of this study was to investigate the feasibility and usability of cognitive training using fully immersive VR programs in enriched environments with physiatrists, occupational therapists (OTs), and patients with mild cognitive impairment and mild dementia.
methodsThe VR interface system consisted of a commercialized head-mounted display and a custom-made hand motion tracking module. We developed the virtual harvest and cook programs in enriched environments representing rural scenery. Physiatrists, OTs, and patients with mild cognitive impairment and mild dementia received 30 minutes of VR training to evaluate the feasibility and usability of the test for cognitive training. At the end of the test, the usability and feasibility were assessed by a self-report questionnaire based on a 7-point Likert-type scale. Response time and finger tapping were measured in patients before and after the test.
resultsParticipants included 10 physiatrists, 6 OTs, and 11 patients with mild cognitive impairment and mild dementia. The mean scores for overall satisfaction with the program were 5.75 (SD 1.00) for rehabilitation specialists and 5.64 (SD 1.43) for patients. The response time of the dominant hand in patients decreased after the single session of cognitive training using VR, but this was not statistically significant (P=.25). There was no significant change in finger tapping in either the right or left hand (P=.48 and P=.42, respectively). None of the participants reported headaches, dizziness, or any other motion sickness after the test.
conclusionsA fully immersive VR cognitive training program may be feasible and usable in patients with mild cognitive impairment and mild dementia based on the positive satisfaction and willingness to use the program reported by physiatrists, OTs, and patients. Although not statistically significant, decreased response time without a change in finger tapping rate may reflect a temporary increase in attention after the test. Additional clinical trials are needed to investigate the effect on cognitive function, mood, and physical outcomes.
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