ArticleJMIR serious games2022
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.
Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 29 papers, 4 of them syntheses that pooled it.
What it found
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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.
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.
VR&R: Providing Respite to Caregivers by Managing BPSDs and Improving QoL in People with Dementia Using Immersive VR-Therapy
Desarrollo y evaluación de Experiencias en Realidad Virtual Para la estimulación Cognitiva en el Centro Sociosanitario El Carme de Badalona Servicios Asistenciales (BSA)
Who cites it
29 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Service Design Strategies to Enhance Exercise Adherence in Extended Reality Interventions for Older Adults: Systematic Review.JMIR aging · 2026Pooled it
- Impact of Virtual Reality Alone and in Combination with Conventional Therapy on Balance in Parkinson's Disease: A Systematic Review with a Meta-Analysis of Randomized Controlled Trials.Medicina (Kaunas, Lithuania) · 2025Pooled it
- Effectiveness of VR-based cognitive training and games on cognitive rehabilitation in patients with MCI: a systematic review and meta-analysis.Frontiers in neurology · 2025Pooled it
- Topical Cellular/Tissue and Molecular Aspects Regarding Nonpharmacological Interventions in Alzheimer's Disease-A Systematic Review.International journal of molecular sciences · 2023Pooled it
- Effectiveness of nonclinic-based dual-task training on physical and cognitive functions and activities of daily living in older adults with cognitive decline: A systematic review and meta-analysis.PLOS digital health · 2026Article
- Co-designing meaningful extended reality for physical rehabilitation: a stakeholder-driven approach to embodied telehealth.Frontiers in virtual reality · 2026Article
- Design considerations for miniaturized biosensor-enabled systems for older adults: insights from participatory design.Frontiers in bioengineering and biotechnology · 2026Review
- Assessing Patient Acceptance of Being Offered a Virtual Calm Room in Psychiatric Inpatient Care: Mixed Methods Study.JMIR formative research · 2025Article
- Evaluating co-design processes used in the development of healthcare interventions in residential aged care: a scoping review.Journal of public health (Oxford, England) · 2025Article
- Vision AI-Based Gamified Cognitive Prosthesis for Executive Function: Feasibility and Usability Study.JMIR serious games · 2025Article
- Technology-Assisted Physical Activity Interventions for Older People in Their Home-Based Environment: Scoping Review.JMIR aging · 2025Article
- Virtual and Augmented Reality Games in Dementia Care: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2025Review
- Multimodal cross-system virtual reality (VR) ball throwing dataset for VR biometrics.Data in brief · 2025Article
- Virtual Reality in Cognitive Rehabilitation: A Pilot Study on Usability and Preliminary Clinical Outcomes in Seniors with Mild Cognitive Impairment.Journal of medical extended reality · 2025Article
- Brain neural mechanisms underlying VR enhanced aerobic exercise for mood enhancement in depressed adolescents.Frontiers in human neuroscience · 2025Article
- Review
- Age Unplugged: A Brief Narrative Review on the Intersection of Digital Tools, Sedentary and Physical Activity Behaviors in Community-Dwelling Older Adults.Healthcare (Basel, Switzerland) · 2024Review
- Patient and Public Involvement in Technology-Related Dementia Research: Scoping Review.JMIR aging · 2024Article
- Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study.JMIR serious games · 2024Article
- Technology-based group exercise interventions for people living with dementia or mild cognitive impairment: A scoping review.PloS one · 2024Article
Corrections and comments
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Authors and funding
8 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundAdvancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia and mild cognitive impairment (MCI). Collaboratively designing exercise video games (exergames) as a multistakeholder team is fundamental to creating games that are attractive, effective, and accessible.
objectiveThis research extensively explores the use of human-centered design methods that involve persons living with dementia in long-term care facilitates, exercise professionals, content developers, game designers, and researchers in the creation of VR exergames targeting physical activity promotion for persons living with dementia/MCI.
methodsConceptualization, collaborative design, and playtesting activities were carried out to design VR exergames to engage persons living with dementia in exercises to promote upper limb flexibility, strength, and aerobic endurance. We involved a total of 7 persons living with dementia/MCI, 5 exercise professionals, 5 community-dwelling older adults, a VR company for content creation, and a multidisciplinary research team with game designers, engineers, and kinesiology experts.
resultsAn immersive VR exergame called Seas the Day was jointly designed and developed and it is freely available to be played in state-of-the-art VR headsets (Oculus Quest 1, 2). A model for the triadic interaction (health care institution, industry partner, academia) is also presented to illustrate how different stakeholders contribute to the design of VR exergames that consider/complement complex needs, preferences, and motivators of an underrepresented group of end users.
conclusionsThis study provides evidence that a collaborative multistakeholder design results in more tailored and context-aware VR games for persons living with dementia. The insights and lessons learned from this research can be used by others to co-design games, including remote engagement techniques that were used during the COVID-19 pandemic.
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What OpenQuestion holds
Registered trials
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.