Literature DB >> 31600389

Are We There Yet? Immersive Virtual Reality to Improve Cognitive Function in Dementia and Mild Cognitive Impairment.

Meelad Sayma1, Remco Tuijt1, Claudia Cooper1,2, Kate Walters1.   

Abstract

BACKGROUND AND OBJECTIVES: Cognitive training therapies may delay cognitive deterioration in dementia. There is potential to enhance delivery through immersive virtual reality (IVR), as removing potential distractors for cognitively impaired individuals can enhance their experience, resulting in increased engagement. Evidence in this field is emerging and not yet synthesized. We aimed to summarize research investigating the use of IVR in dementia to evaluate the current extent of use, acceptability, feasibility, and potential effectiveness. We also aimed to identify gaps in current research and to create a set of recommendations in utilizing this therapy. RESEARCH DESIGN AND METHODS: A systematic literature review was conducted. Our review was registered with PROSPERO, registration number: CRD42019122295. We undertook searches of five databases, article references, and citations. Key authors in the field of health care VR were also contacted to identify additional papers. Articles were assessed for inclusion by two researchers independently. Data were extracted using standardized forms.
RESULTS: Our search identified a total of 2,824 citations, following screening for duplicates and application of inclusion and exclusion criteria, five studies were included for analysis. Included studies were heterogeneous, with small sample sizes and mixed outcomes. DISCUSSION AND IMPLICATIONS: We were unable to reach definitive conclusions over the use, acceptability, and effectiveness of IVR for dementia and mild cognitive impairment. Future studies should focus on ensuring their interventions are truly immersive, developing more robust controls and account for the rapid rate of obsolescence in digital technologies.
© The Author(s) 2019. Published by Oxford University Press on behalf of The Gerontological Society of America. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

Entities:  

Keywords:  Cognition; Cognitive Training; IVR; VR

Mesh:

Year:  2020        PMID: 31600389     DOI: 10.1093/geront/gnz132

Source DB:  PubMed          Journal:  Gerontologist        ISSN: 0016-9013


  9 in total

1.  Enhance VR: A Multisensory Approach to Cognitive Training and Monitoring.

Authors:  Victòria Brugada-Ramentol; Amir Bozorgzadeh; Hossein Jalali
Journal:  Front Digit Health       Date:  2022-06-03

2.  Effect of Cognitive Training in Fully Immersive Virtual Reality on Visuospatial Function and Frontal-Occipital Functional Connectivity in Predementia: Randomized Controlled Trial.

Authors:  Jae Myeong Kang; Nambeom Kim; Sook Young Lee; Soo Kyun Woo; Geumjin Park; Byeong Kil Yeon; Jung Woon Park; Jung-Hae Youn; Seung-Ho Ryu; Jun-Young Lee; Seong-Jin Cho
Journal:  J Med Internet Res       Date:  2021-05-06       Impact factor: 5.428

3.  The Effect of a Virtual Reality-Based Intervention Program on Cognition in Older Adults with Mild Cognitive Impairment: A Randomized Control Trial.

Authors:  Ngeemasara Thapa; Hye Jin Park; Ja-Gyeong Yang; Haeun Son; Minwoo Jang; Jihyeon Lee; Seung Wan Kang; Kyung Won Park; Hyuntae Park
Journal:  J Clin Med       Date:  2020-04-29       Impact factor: 4.241

4.  Testing the Feasibility of Virtual Reality With Older Adults With Cognitive Impairments and Their Family Members Who Live at a Distance.

Authors:  Tamara Afifi; Nancy L Collins; Kyle Rand; Ken Fujiwara; Allison Mazur; Chris Otmar; Norah E Dunbar; Kathryn Harrison; Rebecca Logsdon
Journal:  Innov Aging       Date:  2021-07-01

5.  Immersive Virtual Reality-Based Cognitive Intervention for the Improvement of Cognitive Function, Depression, and Perceived Stress in Older Adults With Mild Cognitive Impairment and Mild Dementia: Pilot Pre-Post Study.

Authors:  KaiYan Zhu; QiongYao Zhang; BingWei He; MeiZhen Huang; Rong Lin; Hong Li
Journal:  JMIR Serious Games       Date:  2022-02-21       Impact factor: 3.364

6.  Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students.

Authors:  Caio Victor Sousa; Jungyun Hwang; Romina Cabrera-Perez; Austin Fernandez; Aika Misawa; Kelsey Newhook; Amy Shirong Lu
Journal:  J Sport Health Sci       Date:  2021-05-16       Impact factor: 13.077

7.  Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study.

Authors:  Brigham Moll; Ed Sykes
Journal:  Virtual Real       Date:  2022-10-06       Impact factor: 4.697

8.  Head-Mounted Display-Based Application for Cognitive Training.

Authors:  José Varela-Aldás; Guillermo Palacios-Navarro; Rebecca Amariglio; Iván García-Magariño
Journal:  Sensors (Basel)       Date:  2020-11-17       Impact factor: 3.576

9.  Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.

Authors:  John Muñoz; Samira Mehrabi; Yirou Li; Aysha Basharat; Laura E Middleton; Shi Cao; Michael Barnett-Cowan; Jennifer Boger
Journal:  JMIR Serious Games       Date:  2022-01-19       Impact factor: 4.143

  9 in total

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