Evidence map›Paper›PMID 33052115›Full record

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.

Seo Jung Yun, Min-Gu Kang, Dongseok Yang, Younggeun Choi, Heejae Kim, Byung-Mo Oh, Han Gil Seo

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
21citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

21 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Seo Jung YunDepartment of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea.ORCID https://orcid.org/0000-0002-2142-0472
Min-Gu KangDepartment of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea.ORCID https://orcid.org/0000-0002-0680-9607
Dongseok YangDepartment of Computer Engineering, Dankook University, Gyeonggi, Republic of Korea.ORCID https://orcid.org/0000-0001-5891-919X
Younggeun ChoiDepartment of Computer Engineering, Dankook University, Gyeonggi, Republic of Korea.ORCID https://orcid.org/0000-0002-5634-908X
Heejae KimDepartment of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea.ORCID https://orcid.org/0000-0001-6062-5246
Byung-Mo OhDepartment of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea.ORCID https://orcid.org/0000-0001-9353-7541
Han Gil SeoDepartment of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea.ORCID https://orcid.org/0000-0001-6904-7542

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

dementiaenriched environmentmild cognitive impairmentvirtual reality

Identifiers

PMID33052115
PMCPMC7593866

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.