Evidence map›Paper›PMID 37213325›Full record

ArticleInnovation in aging2023

Using Immersive Virtual Reality to Enhance Social Interaction Among Older Adults: A Cross-Site Investigation.

Saleh Kalantari, Tong Bill Xu, Armin Mostafavi, Benjamin Kim, Andrew Dilanchian, Angella Lee, Walter R Boot, Sara J Czaja

Abstract read
In one paragraph

Article in Innovation in aging, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
19citing 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

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

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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

8 authors.

Saleh KalantariHuman Centered Design, Cornell University, Ithaca, New York, USA.ORCID https://orcid.org/0000-0002-0472-5493
Tong Bill XuHuman Centered Design, Cornell University, Ithaca, New York, USA.
Armin MostafaviHuman Centered Design, Cornell University, Ithaca, New York, USA.
Benjamin KimDivision of Geriatrics and Palliative Medicine, Center on Aging and Behavioral Research, Weill Cornell Medicine, New York City, New York, USA.
Andrew DilanchianDepartment of Psychology, Florida State University, Tallahassee, Florida, USA.
Angella LeeHuman Centered Design, Cornell University, Ithaca, New York, USA.
Walter R BootDepartment of Psychology, Florida State University, Tallahassee, Florida, USA.
Sara J CzajaDivision of Geriatrics and Palliative Medicine, Center on Aging and Behavioral Research, Weill Cornell Medicine, New York City, New York, USA.

Funding

Understanding Issues Surrounding Technology Uptake and the Influence of Technology and Decision Making in Older AdultsP01AG017211 · NIA · WEILL MEDICAL COLL OF CORNELL UNIV · PI CZAJA, SARA J · 1999 to 2019
$26.6M
NIA NIH HHS P01 AG017211
6 · The paper itself

Abstract

Background and Objectives: Virtual reality (VR) applications are increasingly being targeted toward older adults as a means to maintain physical and cognitive skills and to connect with others, especially during the coronavirus disease 2019 era. Our knowledge about how older adults interact with VR is limited, however, since this is an emerging area and the related research literature is still rather slim. The current study focused specifically on older adults' reactions to a social-VR environment, examining participant's views about the possibility of meaningful interactions in this format, the impacts of social-VR immersion on mood and attitude, and features of the VR environment that affected these outcomes. Research Design and Methods: The researchers designed a novel social-VR environment with features intended to prompt conversation and collaborative problem-solving among older adults. Participants were recruited from 3 diverse geographic locations (Tallahassee, FL; Ithaca, NY; and New York City, NY), and were randomly assigned to a partner from one of the other sites for social-VR interaction. The sample consisted of 36 individuals aged 60 and older. Results: Reactions to the social VR were quite positive. Older adults reported high levels of engagement in the environment and perceived the social VR to be enjoyable and usable. Perceived spatial presence was found to be a central driver of positive outcomes. A majority of the participants indicated a willingness to reconnect with their VR partner in the future. The data also identified important areas for improvement that were of concern to older adults, such as the use of more realistic avatars, larger controllers more suited to aging hands, and more time for training/familiarization. Discussion and Implications: Overall, these findings suggest that VR can be an effective format for social engagement among older adults.

Indexed as

Older adultsPresenceSocial engagementSocial VRUsability

Identifiers

PMID37213325
PMCPMC10198775

What OpenQuestion holds

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LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.