Evidence map›Paper›PMID 38837194›Full record

Trial reportJMIR research protocols2024

The Effectiveness of Virtual Reality-Based Training on Cognitive, Social, and Physical Functioning in High-Functioning Older Adults (CoSoPhy FX): 2-Arm, Parallel-Group Randomized Controlled Trial.

Ewa Szczepocka, Łukasz Mokros, Jakub Kazmierski, Karina Nowakowska, Anna Łucka, Anna Antoszczyk, Javier Oltra-Cucarella, Walter Werzowa, Martin Moum Hellevik, Stavros Skouras and 1 more

Registry-linked trialAbstract readRandomized Controlled Trial
In one paragraph

Trial report in JMIR research protocols, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05369897 (Benefits of a Virtual Reality Based Cognitive Intervention for Attention and Working Memory), which is not on this map. Cited by 7 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
7citing 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.

NCT05369897 naunknown statusnot on this map

Benefits of a Virtual Reality Based Cognitive Intervention for Attention and Working Memory

TypeinterventionalSponsorMedical University of LodzRan2022 to 2023Enrolled100ConditionsVirtual RealityArmsVR training, VR activity
3 · Its place in the literature

Who cites it

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

  1. Pooled it
  2. Trial
  3. Trial
  4. Article
  5. Article
  6. Article
  7. Article
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

11 authors.

Ewa Szczepocka *Department of Old Age Psychiatry and Psychotic Disorders, Medical University of Lodz, Lodz, Poland.ORCID 0000-0001-8590-2019
Łukasz Mokros *Department of Clinical Pharmacology, Medical University of Lodz, Lodz, Poland.ORCID 0000-0003-1331-8408
Jakub KazmierskiDepartment of Old Age Psychiatry and Psychotic Disorders, Medical University of Lodz, Lodz, Poland.ORCID 0000-0001-6002-7123
Karina NowakowskaDepartment of Old Age Psychiatry and Psychotic Disorders, Medical University of Lodz, Lodz, Poland.ORCID 0000-0002-2801-4602
Anna ŁuckaDepartment of Old Age Psychiatry and Psychotic Disorders, Medical University of Lodz, Lodz, Poland.ORCID 0000-0003-1850-3709
Anna AntoszczykDepartment of Old Age Psychiatry and Psychotic Disorders, Medical University of Lodz, Lodz, Poland.ORCID 0000-0003-0317-1262
Javier Oltra-CucarellaSenopi AG (Aktiengesellschaft), Zurich, Switzerland.ORCID 0000-0001-5966-8556
Walter WerzowaThe Music Medicine Consultancy, Vienna, Austria.ORCID 0000-0002-5167-3956
Martin Moum HellevikStiftelsen CatoSenteret, Son, Norway.ORCID 0009-0007-2150-926X
Stavros SkourasSenopi AG (Aktiengesellschaft), Zurich, Switzerland.ORCID 0000-0003-2288-7821
Karsten BaggerSenopi AG (Aktiengesellschaft), Zurich, Switzerland.ORCID 0009-0006-3463-0491

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVirtual reality (VR) has emerged as a promising technology for enhancing the health care of older individuals, particularly in the domains of cognition, physical activity, and social engagement. However, existing VR products and services have limited availability and affordability; hence, there is a need for a scientifically validated and personalized VR service to be used by older adults in their homes, which can improve their overall physical, cognitive, and social well-being.

objectiveThe main purpose of the CoSoPhy FX (Cognitive, Social, and Physical Effects) study was to analyze the effects of a VR-based digital therapeutics app on the cognitive, social, and physical performance abilities of healthy (high-functioning) older adults. This paper presents the study protocol and the results from the recruitment phase.

methodsA group of 188 healthy older adults aged 65-85 years, recruited at the Medical University of Lodz, Poland, were randomly allocated to the experimental group (VR dual-task training program) or to the control group (using a VR headset app showing nature videos). A total of 3 cognitive exercises were performed in various 360° nature environments delivered via a VR head-mounted display; the participants listened to their preferred music genre. Each patient received 3 sessions of 12 minutes per week for 12 weeks, totaling a minimum of 36 sessions per participant. Attention and working memory (Central Nervous System Vital Signs computerized cognitive battery) were used as primary outcomes, while other cognitive domains in the Central Nervous System Vital Signs battery, quality of life (World Health Organization-5 Well-Being Index), health-related quality of life (EQ-5D-5L), and anxiety (General Anxiety Disorder 7-item questionnaire) were the secondary outcomes. The group-by-time interaction was determined using linear mixed models with participants' individual slopes.

resultsIn total, 122 (39%) of the initial 310 participants failed to meet the inclusion criteria, resulting in a recruitment rate of 61% (188/310). Among the participants, 68 successfully completed the intervention and 62 completed the control treatment. The data are currently being analyzed, and we plan to publish the results by the end of September 2024.

conclusionsVR interventions have significant potential among healthy older individuals. VR can address various aspects of well-being by stimulating cognitive functions, promoting physical activity, and facilitating social interaction. However, challenges such as physical discomfort, technology acceptance, safety concerns, and cost must be considered when implementing them for older adults. Further research is needed to determine the long-term effects of VR-based interventions, optimal intervention designs, and the specific populations that would benefit most.

trial registrationClinicalTrials.gov NCT05369897; https://clinicaltrials.gov/study/NCT05369897. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/53261.

Indexed as

CognitionVirtual RealityAgedAged, 80 and overFemaleHumansMalecognitive functionshead-mounted-displayhealthy seniorsmobile phonevirtual realitywell-being

Identifiers

PMID38837194
PMCPMC11187518

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.