基于虚拟现实的小组活动对养老院老年人活动水平和幸福感的影响:纵向探索性研究

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-03-29 DOI:10.2196/50796
Yijun Li, Carlotta Wilke, Irina Shiyanov, Beate Muschalla
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引用次数: 0

摘要

背景:除了疾病之外,不活动也是养老院死亡率高的一个风险因素。利用虚拟现实(VR)等创新技术开展有意义的集体活动可以为解决这一问题提供新的机会。虚拟现实干预已被批准为一种很有前景的增强老年人健康的方法:在这项研究中,我们探讨了基于 VR 的团体活动是否能对居住在养老院的老年人的活动水平和团体互动产生积极影响:我们开展了一项纵向研究,在疗养院中连续 4 周每周提供一次 VR 干预小组活动。根据护理人员的经验和老年人的自然决定招募参与者。在根据目标群体需求设计的虚拟小屋中,老年人能够完成他们在现实生活中无法完成的日常任务,如园艺和制作披萨。总之,两名心理学家使用标准化工具测量了干预前后的社会心理能力、日常生活活动和幸福感:结果:14 家养老院的 84 名老年人至少完成了 3 次虚拟现实干预。结果表明,老年人的一些社会心理能力得到了提高,包括遵守规章制度(PC结论:这项研究提供了一种新颖的自然主义研究方法:这项研究提供了一个新颖、自然的视角,为在养老院使用虚拟现实技术提供了新的见解。虚拟现实干预措施得到了广泛接受,并达到了提高能力和幸福感的目的。它可以成为养老院中一项有意义的集体活动,改善社会群体互动。为了提供更有力的证据,有必要进行随机对照试验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of Virtual Reality-Based Group Activities on Activity Level and Well-Being Among Older Adults in Nursing Homes: Longitudinal Exploratory Study.

Background: In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), for meaningful group activities could provide new opportunities for solving this problem. VR interventions have already been approved as a promising method for enhancing the health of older adults.

Objective: In this study, we examined whether VR-based group activities can have a positive impact on activity level and group interaction among older adults living in nursing homes.

Methods: We conducted a longitudinal study and provided VR interventions as a group activity once a week for 4 consecutive weeks in nursing homes. Participants were recruited based on the experience of the nursing staff members and the natural decisions of the older adults. Within a virtual cottage, designed according to the needs of the target group, older adults were able to perform daily tasks that they were no longer able to do in real life, such as gardening and making pizza. Overall, 2 psychologists measured the psychosocial capacities, activities of daily life, and well-being before and after the interventions using standardized instruments.

Results: The results focus on a total of 84 older adults from 14 nursing homes who completed at least 3 VR interventions. The results indicate that several psychosocial capacities among the older adults improved, including adherence to regulations (P<.001; η²=0.122), flexibility (P<.001; η²=0.109), and group integration (P<.001; η²=0.141). Problems related to competence also showed a slight decrease (P=.04; η²=0.039). In addition, the VR intervention promoted their proactivity (P<.001; η²=0.104) and mobility (P=.04; η²=0.039). During the VR group intervention, older adults' well-being could be maintained at a high level. The results highlight the beneficial effects of VR intervention as a meaningful activity in nursing homes, showcasing the potential of VR applications in this setting.

Conclusions: This study provides a novel and naturalistic perspective, offering new insights into the use of VR in nursing homes. The VR intervention was well accepted and fulfilled the aim of enhancing capacity and well-being. It could be a meaningful group activity in nursing homes to improve social group interaction. To provide stronger evidence, randomized controlled trials are necessary.

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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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