Exploring the Immediate and Long-Term Effects of Immersive Virtual Reality on Behavioral and Psychological Symptoms of Dementia and Caregiver Burden: Longitudinal Observational Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-07-16 DOI:10.2196/73044
Ling-Chun Huang, Ching-Fang Chien, Yuan-Han Yang
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引用次数: 0

Abstract

Background: Virtual reality (VR) interventions are emerging as promising nonpharmacological strategies for people with dementia, aiming to prevent cognitive decline, reduce behavioral and psychological symptoms of dementia (BPSD), and alleviate caregiver burden. Although some studies have reported beneficial effects, findings remain inconsistent, and little is known about the duration and sustainability of these effects, particularly in real-world care settings.

Objective: This study aimed to examine both the immediate and long-term effects of an immersive VR reminiscence intervention on BPSD and caregiver burden in people with dementia attending day care centers.

Methods: This longitudinal observational study was conducted in 10 dementia day care centers in Kaohsiung, Taiwan. A total of 82 participants with dementia were enrolled. The VR intervention consisted of twice-weekly sessions over one month, featuring culturally familiar live-action 360° scenes filmed in well-known Taiwanese locations. Each session lasted approximately 10-12 minutes and included interactive elements. Neuropsychiatric symptoms were assessed using the Neuropsychiatric Inventory Questionnaire, and caregiver burden was assessed using the Zarit Caregiver Burden Interview. Measurements were taken at 3 time points: preintervention, immediately postintervention, and 2 months after the intervention ended. The Wilcoxon signed-rank test was used for statistical comparisons, and rank-biserial correlation was calculated as the effect size.

Results: Significant improvements were observed after 1 month of VR intervention in both caregiver burden (Z=-3.095, P=.002, r=0.34) and neuropsychiatric symptoms (Z=-2.929, P=.003, r=0.32). At the two-month follow-up, neuropsychiatric symptoms remained significantly improved (Z=-4.327, P<.001, r=0.48), although caregiver burden returned to preintervention levels. Regarding specific neuropsychiatric symptoms, significant improvements were observed immediately after the intervention in dysphoria or depression, anxiety, and sleep or nighttime behaviors. These effects were sustained over time, with additional long-term improvements noted in euphoria or elation, apathy or indifference, irritability or lability, aberrant motor behavior, and appetite or eating behaviors.

Conclusions: A 1-month immersive VR reminiscence intervention appears to improve neuropsychiatric symptoms and temporarily reduce caregiver burden in people with dementia, with some symptom improvements lasting up to 2 months. These findings suggest that VR may offer a meaningful therapeutic option in day care settings. Future studies with control groups, including nonimmersive 2D conditions, and comparisons to traditional reminiscence therapy are needed to validate and expand upon these findings.

探索沉浸式虚拟现实对痴呆行为和心理症状以及照顾者负担的即时和长期影响:纵向观察研究。
背景:虚拟现实(VR)干预正在成为治疗痴呆症患者的一种有前景的非药物策略,旨在预防认知能力下降,减少痴呆症的行为和心理症状,减轻照顾者的负担。尽管一些研究报告了有益的效果,但结果仍然不一致,而且对这些效果的持续时间和可持续性知之甚少,特别是在现实世界的护理环境中。目的:本研究旨在研究沉浸式VR回忆干预对日托中心痴呆患者的BPSD和照顾者负担的即时和长期影响。方法:在台湾高雄市10所老年痴呆日托中心进行纵向观察研究。共有82名痴呆患者被纳入研究。VR干预包括一周两次的会议,持续一个月,在著名的台湾地点拍摄了熟悉文化的360°真人场景。每次会议持续约10-12分钟,并包括互动元素。使用神经精神量表评估神经精神症状,使用Zarit照顾者负担访谈评估照顾者负担。在3个时间点进行测量:干预前、干预后立即和干预结束后2个月。采用Wilcoxon符号秩检验进行统计比较,并计算秩-双列相关作为效应量。结果:VR干预1个月后,两组护理人员负担均有显著改善(Z=-3.095, P=。002, r=0.34)和神经精神症状(Z=-2.929, P=。003年,r = 0.32)。在2个月的随访中,神经精神症状仍有显著改善(Z=-4.327, p)。结论:1个月的沉浸式VR回忆干预似乎改善了痴呆患者的神经精神症状,并暂时减轻了照顾者的负担,一些症状改善持续了2个月。这些发现表明,VR可能在日托环境中提供有意义的治疗选择。未来需要对对照组进行研究,包括非沉浸式二维条件,并与传统的回忆疗法进行比较,以验证和扩展这些发现。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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