Evidence map›Paper›PMID 33944795›Full record

ArticleJournal of medical Internet research2021

Feasibility, Acceptability, and Efficacy of Virtual Reality Training for Older Adults and People With Disabilities: Single-Arm Pre-Post Study.

Pui Hing Chau, Yan Yan Jojo Kwok, Mee Kie Maggie Chan, Ka Yu Daniel Kwan, Kam Lun Wong, Ying Ho Tang, Kan Lung Peter Chau, Sheung Wa Matthew Lau, Yan Yan Yannex Yiu, Mei Yan Fanny Kwong and 2 more

Abstract read
In one paragraph

Article in Journal of medical Internet research, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
15citing papers in PubMed, 1 pooled it
–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

15 citing papers in PubMed, 1 synthesis or guideline pooled it.

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  5. Leveraging virtual reality to improve medication adherence among marginalized populations with high-risk chronic health conditions: Proof-of-concept protocol, considerations, and next steps.Proceedings of the ... Annual Hawaii International Conference on System Sciences. Annual Hawaii International Conference on System Sciences · 2025
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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

12 authors.

Pui Hing ChauSchool of Nursing, The University of Hong Kong, Hong Kong, China.ORCID 0000-0003-0287-8020
Yan Yan Jojo KwokSchool of Nursing, The University of Hong Kong, Hong Kong, China.ORCID 0000-0001-7444-6935
Mee Kie Maggie ChanSchool of Nursing, The University of Hong Kong, Hong Kong, China.ORCID 0000-0002-7845-1720
Ka Yu Daniel KwanSchool of Nursing, The University of Hong Kong, Hong Kong, China.ORCID 0000-0003-3996-1784
Kam Lun WongTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0002-2735-4277
Ying Ho TangTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0001-6033-5994
Kan Lung Peter ChauTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0002-0215-9328
Sheung Wa Matthew LauTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0003-2645-7407
Yan Yan Yannex YiuTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0002-1018-6115
Mei Yan Fanny KwongTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0002-3940-4833
Wai Ting Thomas LaiDepartment of Industrial and Manufacturing Systems Engineering, The University of Hong Kong, Hong Kong, China.ORCID 0000-0003-3538-0421
Mun Kit LeungTung Wah Group of Hospitals, Hong Kong, China.ORCID 0000-0003-1937-6094

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundUnlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design.

objectiveThis study aimed to evaluate the feasibility, acceptance, and efficacy of VR training among users with varying abilities.

methodsA single-arm pretest-posttest evaluation study was conducted. The participants of the evaluation study were encouraged to undergo 30-minute VR training three times a week for 6 weeks. The 30-minute session consisted of 10 minutes of upper-limb motion games, 10 minutes of lower-limb motion games, and 10 minutes of cognitive games/community-living skills training/relaxing scenery experiences, as appropriate. On completion of each session, usage statistics were documented via the built-in VR software, whereas feedback on the experience of the VR games and adverse events was collected via self-reports and staff observations. Feasibility was reflected by usage statistics, and acceptance was reflected by positive feedback. In addition, health outcomes, including upper-limb dexterity, functional mobility, cognitive function, and happiness, were assessed at baseline, as well as 6 weeks and 3 months after baseline. The primary outcomes were upper-limb dexterity and acceptance of playing VR games.

resultsA total of 135 participants with a mean age of 62.7 years (SD 21.5) were recruited from May 2019 to January 2020, and 124 (91.9%) completed at least one follow-up. Additionally, 76.3% (103/135) of the participants could attend at least 70% of the proposed 18 sessions, and 72.5% (1382/1906) of the sessions had a training time of at least 20 minutes. Linear mixed effect models showed statistically significant effects in terms of upper-limb dexterity (small effect) and cognitive function (moderate effect). Among the 135 participants, 88 provided positive comments. Additionally, 10.4% (14/135) reported mild discomfort, such as dizziness, and none reported severe discomfort.

conclusionsA set of VR training games for rehabilitation could be applied to users with heterogeneous abilities. Our VR games were acceptable to local older adults and those with different disabilities. Benefits in upper-limb dexterity and cognitive function were observed despite partial compliance to the training protocol. Service providers could refer to our experiences when developing VR training systems for their clients.

Indexed as

Persons with DisabilitiesRehabilitationVirtual RealityAdultAgedFeasibility StudiesHumansMiddle Agedevaluationolder adults, people with disabilitiesrehabilitationvirtual reality

Identifiers

PMID33944795
PMCPMC8132975

What OpenQuestion holds

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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.