Jose Ferrer Costa, Maria Jose Ciudad, Maribel González Abad, José Luis Rodríguez García
{"title":"Virtual Reality in Cognitive Rehabilitation: A Pilot Study on Usability and Preliminary Clinical Outcomes in Seniors with Mild Cognitive Impairment.","authors":"Jose Ferrer Costa, Maria Jose Ciudad, Maribel González Abad, José Luis Rodríguez García","doi":"10.1089/jmedxr.2024.0051","DOIUrl":null,"url":null,"abstract":"<p><p>With the global population rapidly aging, cognitive decline, including mild cognitive impairment (MCI), is becoming increasingly common. MCI impacts essential cognitive functions like memory and attention, significantly reducing the quality of life for those affected and increasing the burden on healthcare systems. Virtual reality (VR) has emerged as a promising tool for enhancing cognitive rehabilitation by creating immersive and engaging environments. This pilot study aimed to evaluate the usability, acceptability, and preliminary cognitive benefits of VR-based cognitive stimulation exercises for older adults with MCI. The intervention consisted of eight VR and augmented reality sessions over 4 weeks, integrating interactive tasks and 360-degree videos tailored to enhance cognitive flexibility, visuospatial processing, and memory. Forty-five participants enrolled, with 40 completing the full intervention and final postevaluation, and usability feedback was collected from 42 participants, including two who completed partial sessions. Usability was assessed using an adapted System Usability Scale (SUS). Patients rated the VR content (81.9) and headset usability (86.5) highly reflecting strong engagement and comfort. Four healthcare professionals also provided a high SUS score (85.2), emphasizing the program's clinical relevance and feasibility for integration into rehabilitation workflows. Cognitive assessments indicated a modest improvement in Trail Making Test A scores (<i>p</i> = 0.037), which may suggest enhanced cognitive flexibility. Other measures, including Mini-Mental State Examination, Montreal Cognitive Assessment, Digit Span, and Symbol Digit Modalities Test, showed trends toward improvement but did not reach statistical significance. These exploratory findings align with the short duration of the intervention and the study's feasibility focus. The iterative, user-centered design process ensured the intervention was accessible, safe, and adaptable to participants' needs and clinical workflow. These findings suggest that VR-based cognitive stimulation programs are highly usable and acceptable and show potential for improving cognitive performance in older adults with MCI. Further research with larger sample sizes and longer intervention periods is warranted to evaluate clinical impact and functional outcomes.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"30-42"},"PeriodicalIF":0.0000,"publicationDate":"2025-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387245/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of medical extended reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1089/jmedxr.2024.0051","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/1/1 0:00:00","PubModel":"eCollection","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
With the global population rapidly aging, cognitive decline, including mild cognitive impairment (MCI), is becoming increasingly common. MCI impacts essential cognitive functions like memory and attention, significantly reducing the quality of life for those affected and increasing the burden on healthcare systems. Virtual reality (VR) has emerged as a promising tool for enhancing cognitive rehabilitation by creating immersive and engaging environments. This pilot study aimed to evaluate the usability, acceptability, and preliminary cognitive benefits of VR-based cognitive stimulation exercises for older adults with MCI. The intervention consisted of eight VR and augmented reality sessions over 4 weeks, integrating interactive tasks and 360-degree videos tailored to enhance cognitive flexibility, visuospatial processing, and memory. Forty-five participants enrolled, with 40 completing the full intervention and final postevaluation, and usability feedback was collected from 42 participants, including two who completed partial sessions. Usability was assessed using an adapted System Usability Scale (SUS). Patients rated the VR content (81.9) and headset usability (86.5) highly reflecting strong engagement and comfort. Four healthcare professionals also provided a high SUS score (85.2), emphasizing the program's clinical relevance and feasibility for integration into rehabilitation workflows. Cognitive assessments indicated a modest improvement in Trail Making Test A scores (p = 0.037), which may suggest enhanced cognitive flexibility. Other measures, including Mini-Mental State Examination, Montreal Cognitive Assessment, Digit Span, and Symbol Digit Modalities Test, showed trends toward improvement but did not reach statistical significance. These exploratory findings align with the short duration of the intervention and the study's feasibility focus. The iterative, user-centered design process ensured the intervention was accessible, safe, and adaptable to participants' needs and clinical workflow. These findings suggest that VR-based cognitive stimulation programs are highly usable and acceptable and show potential for improving cognitive performance in older adults with MCI. Further research with larger sample sizes and longer intervention periods is warranted to evaluate clinical impact and functional outcomes.
随着全球人口的快速老龄化,认知能力下降,包括轻度认知障碍(MCI)越来越普遍。MCI会影响记忆和注意力等基本认知功能,显著降低患者的生活质量,并增加医疗保健系统的负担。虚拟现实(VR)已经成为一种有前途的工具,通过创造沉浸式和引人入胜的环境来增强认知康复。本初步研究旨在评估基于vr的认知刺激练习对老年轻度认知障碍患者的可用性、可接受性和初步认知益处。干预包括为期4周的8次虚拟现实和增强现实会话,整合了交互式任务和360度视频,以增强认知灵活性、视觉空间处理和记忆。45名参与者被招募,其中40名完成了完整的干预和最终的后评估,并从42名参与者那里收集了可用性反馈,其中包括两名完成了部分课程的参与者。可用性评估使用一个适应系统可用性量表(SUS)。患者对VR内容(81.9)和耳机可用性(86.5)进行了高度评价,反映了强烈的参与度和舒适度。四名医疗保健专业人员也提供了很高的SUS评分(85.2),强调了该计划的临床相关性和整合到康复工作流程中的可行性。认知评估显示,Trail Making Test a分数有适度改善(p = 0.037),这可能表明认知灵活性增强。其他措施,包括迷你精神状态检查、蒙特利尔认知评估、数字广度和符号数字模式测试,显示出改善的趋势,但没有达到统计学意义。这些探索性发现与干预的短时间和研究的可行性焦点相一致。迭代,以用户为中心的设计过程确保干预是可访问的,安全的,并适应参与者的需求和临床工作流程。这些发现表明,基于vr的认知刺激方案是高度可用和可接受的,并显示出改善老年轻度认知障碍患者认知表现的潜力。进一步的研究需要更大的样本量和更长的干预期来评估临床影响和功能结果。