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.
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.
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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.
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Who cites it
15 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Immersive Technologies for Cognitive Rehabilitation in Dementia and Mild Cognitive Impairment: Systematic Review.Journal of medical Internet research · 2026Pooled it
- An Exploratory Study on Virtual Reality Technology for Fall Prevention in Older Adults with Mild Cognitive Impairment.Sensors (Basel, Switzerland) · 2025Trial
- Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study.JMIR serious games · 2026Article
- A Systematic Review and Meta-Analysis of Virtual and Traditional Physical Activity Programs: Effects on Physical, Health, and Cognitive Outcomes.Healthcare (Basel, Switzerland) · 2025Review
- 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 · 2025Article
- The Interplay Between Health Disparities and Acceptability of Virtual Reality: A Survey Study.Cyberpsychology, behavior and social networking · 2024Article
- Older Adults' Acceptance of a Virtual Reality Group Intervention in Nursing Homes: Pre-Post Study Under Naturalistic Conditions.JMIR human factors · 2024Article
- Virtual Reality Mental Health Interventions in Geriatric Care for Functional or Well-being Enhancement - A Scoping Review.Die Rehabilitation · 2024Article
- Acceptability of virtual reality to screen for dementia in older adults.BMC geriatrics · 2024Article
- Impact of Virtual Reality-Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study.JMIR serious games · 2024Article
- An analysis of clinical outcomes and essential parameters for designing effective games for upper limb rehabilitation: A scoping review.Health science reports · 2023Article
- A randomized clinical trial of mindfulness meditation versus exercise in Parkinson's disease during social unrest.NPJ Parkinson's disease · 2023Article
- Virtual Reality-Based Immersive Rehabilitation for Cognitive- and Behavioral-Impairment-Related Eating Disorders: A VREHAB Framework Scoping Review.International journal of environmental research and public health · 2022Article
- How Cognitive Reserve should Influence Rehabilitation Choices using Virtual Reality in Parkinson's Disease.Parkinson's disease · 2022Review
- Exergaming delivery of a balance and fall prevention program for older adults: A feasibility study.Digital healthArticle
Corrections and comments
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Authors and funding
12 authors.
Funding
No grant is acknowledged in the PubMed record.
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.
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