Feasibility, Usability, and Effects of Leisure-Based Cognitive Training Using a Fully Immersive Virtual Reality System in Older Adults: Single-Arm Pretest-Posttest Pilot Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-10-09 DOI:10.2196/66673
I-Ching Chuang, Xiao-Ting Huang, I-Chen Chen, Yih-Ru Wu, Ching-Yi Wu
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引用次数: 0

Abstract

Background: Cognitive training is an effective approach to support cognitive function in older adults. Incorporating meaningful leisure activities, such as gardening, may enhance both engagement and training outcomes. While fully immersive virtual reality (VR) offers ecologically valid and engaging environments that can further boost motivation, limited research has explored the combination of VR-based cognitive training and leisure activities for older adults.

Objective: This study aims to assess the feasibility, usability, and preliminary effectiveness of leisure-based VR cognitive training for community-dwelling older adults.

Methods: A fully immersive VR cognitive training system, controlled via a head-mounted display, was developed, incorporating gardening-themed activities such as planting, fertilizing, watering, and harvesting. These tasks were designed to engage multiple cognitive domains, including memory, attention, executive function, processing speed, and visuospatial abilities. The program consisted of 16 sessions delivered over 8 weeks (twice weekly, 1 hour per session). Cognitive outcomes were assessed before and after training using the Montreal Cognitive Assessment, the digit symbol substitution test, word list immediate and delayed recall, spatial span, and the Stroop Color and Word Test. Feasibility, acceptance, and usability were evaluated using the System Usability Scale and a posttraining questionnaire. Licensed occupational therapists from both community and institutional settings assessed the training system's usability.

Results: All 41 participants (mean age 69.79, SD 5.05 y) completed the training with 100% adherence and no serious adverse events. Feasibility ratings-particularly for perceived usefulness, intention to use, and subjective norms-reflected strong acceptance. Usability ratings from older adults indicated high ease of use, enjoyment, and positive experience, while professionals rated the system as moderately usable (mean System Usability Scale score 68.01, SD 8.38). Statistically significant improvements were observed in general cognition (P=.004), processing speed (P=.049), immediate and delayed memory (P<.001), and executive function (P=.002). No significant changes were found in visuospatial memory (P=.29).

Conclusions: This study provides preliminary evidence supporting the feasibility and usability of a gardening-based VR cognitive training program for older adults. Feasibility was demonstrated through full adherence, absence of major adverse events, and high participant acceptance. Usability feedback was favorable from both older adults and professionals across community and long term care settings. Additionally, improvements in multiple cognitive domains, including general cognition, processing speed, memory, and executive function, suggest potential cognitive benefits. Future randomized controlled trials with more diverse samples and extended follow-up are warranted to confirm and expand upon these findings.

在老年人中使用完全沉浸式虚拟现实系统进行休闲认知训练的可行性、可用性和效果:单臂前测后测先导研究。
背景:认知训练是支持老年人认知功能的有效方法。加入有意义的休闲活动,如园艺,可以提高参与度和培训效果。虽然完全沉浸式虚拟现实(VR)提供了生态有效且引人入胜的环境,可以进一步提高动机,但有限的研究探索了基于VR的认知训练和老年人休闲活动的结合。目的:本研究旨在评估基于休闲的VR认知训练在社区老年人中的可行性、可用性和初步效果。方法:开发一套通过头戴式显示器控制的全沉浸式VR认知训练系统,将种植、施肥、浇水、收获等园艺主题活动融入其中。这些任务被设计成涉及多个认知领域,包括记忆、注意力、执行功能、处理速度和视觉空间能力。该计划包括16个课程,为期8周(每周两次,每次1小时)。认知结果在训练前后通过蒙特利尔认知评估、数字符号替代测试、单词列表即时和延迟回忆、空间广度和Stroop颜色和单词测试进行评估。使用系统可用性量表和培训后问卷对可行性、可接受性和可用性进行评估。来自社区和机构的持牌职业治疗师评估了培训系统的可用性。结果:所有41名参与者(平均年龄69.79,SD 5.05 y)完成了100%的依从性训练,无严重不良事件。可行性评级——特别是感知有用性、使用意图和主观规范——反映了强烈的接受度。来自老年人的可用性评分表明易用性,享受性和积极的体验,而专业人士认为系统可用性中等(平均系统可用性量表得分68.01,标准差8.38)。在一般认知(P= 0.004)、处理速度(P= 0.049)、即时记忆和延迟记忆方面均有统计学意义的改善。结论:本研究为基于园艺的老年人VR认知训练计划的可行性和可用性提供了初步证据。通过完全依从性、无主要不良事件和高参与者接受度证明了可行性。来自社区和长期护理机构的老年人和专业人士的可用性反馈都是有利的。此外,多个认知领域的改善,包括一般认知,处理速度,记忆和执行功能,表明潜在的认知益处。未来的随机对照试验需要更多样化的样本和更长期的随访来证实和扩展这些发现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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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